* Write the Unreal documentation set: design, steps, ideas, decisions and specs Rewrites the design and engineering docs of the two earlier Unity projects (Adventurer Guild, Project Malleable) for an Unreal Engine 5 prototype that builds and proves three things in order: a movement controller, fighting and crafting. Neither earlier core loop is carried; their ideas are catalogued as features with what each needs. - Docs/Design.md: the human summary (pillars, fixed decisions, glossary) - Docs/Steps.md: a ladder of fifteen proofs, the first six in full - Docs/Ideas.md: salvaged ideas from both projects, none scheduled - Docs/Decisions.md: D-01..D-36, open decisions OD-01..OD-08, deferrals - Docs/Spec/: notation, Architecture, Movement, Interaction, Combat, Crafting, Networking, Telemetry, UI, written as Unreal C++ skeletons - CLAUDE.md and README.md for the repository * Add the stat block: one attribute set on every body, every influence an effect Every body (player, enemy, NPC) carries the same UStatBlockAttributeSet, and every outside influence on it is a gameplay effect: base values, buffs, debuffs, ground surfaces, carried weight, gear, being downed. Counters are tags and attributes on the receiver: immunity blocks by tag, resistance scales by attribute, cleanse removes by tag. Same status from several sources: strongest wins; different statuses multiply. - Docs/Spec/Stats.md: the block, effects and their five sources (abilities, areas, surfaces, items, the world), stacking, counters, readers, tests - Movement: the movement component's tagged speed-multiplier map is removed; speed is tuning times the MoveSpeed attribute; the ground surface trace turns mud into an effect; the gym gets mud and ice patches - Combat: the attribute set moves to Stats; enemies and kits carry FStatBlockDefaults; the funnel reads MagicResist and Immune.Damage tags; taunt and mark are statuses - Interaction: carried weight is GE_Encumbered against CarryCapacity - Crafting: class bonuses are the WorkSpeed and WorkQuality attributes; enchantments may grant a holder effect - Steps: step 5 builds the block with mud, a volume and an immunity - Decisions D-37 and D-38; design summary, CLAUDE.md, indexes, worklog
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Worklog
One line per item, newest at the top of each section. What was done, what worked, what did not. Keep it terse; the reasoning lives in the specs, this is the memory.
Done
- 2026-09-15 —
Spec/Stats.md: one stat block on every body, every outside influence an effect, counters on the receiver (D-37, D-38). Replaced the movement component's own speed-multiplier map, which was the first strand of the spaghetti this exists to prevent; enemies and kits now carryFStatBlockDefaults; step 5 builds it. - 2026-09-15 — The documentation set written for Unreal from the two earlier projects' docs:
Design.md,Steps.md(fifteen rungs, the first six in full),Ideas.md,Decisions.md(D-01 to D-36, OD-01 to OD-08), and the eight specs underSpec/. No code, no project yet; step 1 is next and waits on OD-01 and OD-02.
Worked
- (nothing built yet)
Did not work
- (nothing built yet)
Open
- OD-01 (engine version) and OD-02 (project name) block step 1.
- The default camera mode (OD-03) is deliberately undecided until step 8.
- The numbers in every spec are the earlier projects' guesses in centimetres and seconds. None has been played.