2.7 KiB
User Story Observations
Domain Model Overview
The domain has four core entities:
| Entity | Key Properties |
|---|---|
| Character | Health (max 1000/1500), Level (1–10), Alive/Dead, Factions (many), damage survived, faction count |
| Magical Object | Health, maxHealth, type (Healing or Weapon), destroyed flag |
| Faction | String/name, members |
| Damage/Heal events | Source, target, amount, level-adjusted |
User Story Groups
1. Damage & Health (3 rules)
- Characters start at 1000 HP, Alive
- Damage subtracts from HP; death at 0
- Self-damage forbidden
- Healing: self only, dead can't heal
2. Levels (2 rules)
- Base level 1; max HP scales at level 6 (→ 1500)
- Level gap ≥ 5: damage ±50% (target higher = -50%, target lower = +50%)
3. Factions (3 rules)
- Characters can join/leave multiple factions
- Same faction = Allies: no damage between allies, ally-only healing
4. Magical Objects (3 rules)
- Healing objects: give HP to characters, can't deal damage, can't be healed
- Weapons: deal fixed damage, lose 1 HP per use, can't heal
- Objects are faction-neutral
5. Leveling Up (3 rules)
- Survived damage: Level 1 → 1000, then +2000 per level (cumulative)
- Faction diversity: Level 1 → 3 factions, then +3 per level (cumulative)
- Max level 10, no level loss
Observations & Ambiguities
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Max HP scaling: Only mentions the jump at level 6. What about levels 7–10? Is max HP flat at 1500, or does it increase further?
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Level gap rule: "5 or more levels" — is it strictly
≥ 5or> 5? The wording says "5 or more" so≥ 5. -
Survived damage counter: Is it per-character global (across all battles), or per-battle? The story says "counted over several battles" → global.
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Faction diversity counter: "ever been part of" — cumulative across the character's lifetime, not just current factions.
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Level-up timing: "happens directly afterwards (if the player is still alive)" — level-ups are synchronous, not deferred.
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Magical Object durability: Weapons lose 1 HP per use — does that mean they can be "used" until destroyed (HP = 0)? Healing objects presumably can also be depleted.
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Healing cap: Characters heal up to their max HP (which depends on level), and objects heal up to their own max.
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No explicit interface: The stories describe behavior but don't specify method signatures — we'll need to design the API.
Suggested Implementation Order
- Character (HP, level, alive state, factions)
- Damage/Heal mechanics with faction ally checks
- Level-based damage modifiers
- Magical Objects (Weapons + Healers)
- Leveling up (survived damage + faction diversity)