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SHADOW_GUILD — GAME DESIGN DOCUMENT v1.1

Tento dokument je KONTEXT pre každý AI prompt. Vždy ho vlož na začiatok chatu.


1. VISION

Idle cyberpunk heist RPG s terminál estetikou. Hráč začína ako osamelý data thief a buduje podsvetný shadow guild. Hra beží pasívne — hráč sa môže vrátiť po hodinách a nájde nahromadené zdroje. Core fantasy: byť géniom podsvetia ktorý riadi celé impérium z tieňa.

Platformy: Web (Vercel, zadarmo), neskôr Steam (Electron) a Mobile (Capacitor) Stack: React + Vite + Tailwind, gameLogic.js (pure functions), localStorage save Monetizácia: Steam $4.99 jednorazovo + Mobile freemium s IAP


2. DESIGN SYSTEM (VŽDY POUŽIŤ)

background:         #111319
surface_low:        #191b22
surface_high:       #282a30
primary_amber:      #ffc174
primary_amber_dark: #f59e0b
text_muted:         #ffc17488
font:               JetBrains Mono (Google Fonts)
language:           ENGLISH ONLY
border_radius:      0px (NIKDY zaoblené rohy)
gradients:          ZAKÁZANÉ
divider_lines:      ZAKÁZANÉ
progress_bar_h:     2px
text_align:         left (VŽDY)
labels:             ALL-CAPS, letter-spacing: 0.1rem

3. CURRENCIES

Mena Symbol Popis
Credits CR Primárna mena
Reputation REP Druhá mena, unlock pokročilých operácií
Heat % Globálny trace meter (0–100), nie je mena

4. PLAYER STATE

{
  "gold": 0,
  "reputation": 0,
  "heat": 0,
  "stamina": 100,
  "maxStamina": 100,
  "level": 1,
  "xp": 0,
  "prestige": 0,
  "prestigeMultiplier": 1.0,
  "thieves": [],
  "upgrades": {},
  "inventory": [],
  "log": [],
  "lastTickTime": 0,
  "offlineAccrualCap": 14400,
  "layLowActive": false,
  "layLowTimer": 0,
  "layLowCooldown": 0,
  "bustedLockout": 0
}

5. LEVELING SYSTEM

XP vzorec: xpRequired(level) = Math.floor(100 * Math.pow(2.2, level - 1))

Level XP potrebné Celkové XP Unlock
1→2 100 100 BREACH mechanic
2→3 220 320 Hire first Runner
3→4 484 804 Dark Market access
4→5 1,065 1,869 District: CORP_ZONE
5→6 2,343 4,212 DEEP_SIPHON
6→7 5,154 9,366 Hire INFILTRATOR
7→8 11,340 20,706 District: APEX_CITADEL
8→9 24,948 45,654 MAINFRAME_HACK
9→10 54,885 100,539 PRESTIGE available

XP za akcie

Akcia XP
Siphon success 8–180 (podľa loot tier)
Breach success 60–250
Sell 1 item 5
Runner cycle 10

6. LOOT TABLE

Standard Loot (SIPHON)

Item Credits REP XP Váha Cooldown
DATA_CHIP 5 CR 0 8 40% 180s
CREDIT_CHIP 12 CR 0 15 28% 180s
ACCESS_CARD 28 CR 5 25 16% 300s
ENCRYPTED_DRIVE 50 CR 10 40 10% 300s
BIOMETRIC_KEY 95 CR 20 70 4% 600s
CORP_BADGE 180 CR 35 110 1.5% 900s
NEURAL_TOKEN 350 CR 60 180 0.5% 1800s

Premium Loot (BREACH)

Item Credits XP Váha Cooldown
SECURE_TERMINAL 80 CR 60 40% 300s
CLASSIFIED_DOSSIER 150 CR 100 35% 480s
CORPORATE_BLUEPRINT 280 CR 160 15% 600s
EXECUTIVE_KEYCARD 500 CR 250 10% 900s

Vault Loot (MAINFRAME_HACK)

Item Credits XP Váha Cooldown
CRYPTO_WALLET 400 CR 200 40% 900s
CORP_RESERVE 800 CR 350 35% 1800s
MASTER_ACCESS_CODE 1500 CR 600 25% 3600s

Hot/Cold systém:

  • isHot: true = nedá sa predať u normálnych fencerov
  • Po cooldown: isHot: false = predaj za plnú cenu
  • Dark Market: predaj HOT itemov za 60% hodnoty (cooldown 2h)

7. CORE ACTIONS

SIPHON

Stamina cost:  10
Heat:          +5 úspech, +10 neúspech
Base rate:     70%
Level bonus:   +3% per level (max 95%)
Success:       getRandomLoot('standard') + xp
Fail:          log warning, heat penalty

BREACH (unlock level 2)

Stamina cost:  25
Heat:          +15 úspech, +20 neúspech
Base rate:     55%
Level bonus:   +4% per level
Loot:          Premium tier only
XP:            2x normálny

DEEP_SIPHON (unlock level 5)

Stamina cost:  15
Heat:          +8 úspech, +12 neúspech
Base rate:     65%

MAINFRAME_HACK (unlock level 8)

Stamina cost:  40
Heat:          +25 úspech, +35 neúspech
Base rate:     35%
Loot:          Vault tier only

LAY LOW

Efekt:         Stamina regen 2/s → 4/s, Heat -2/s
Trvanie:       30s
Blokuje:       Siphon, Breach
Cooldown:      60s po skončení

DARK MARKET (unlock level 4 + 50 REP)

Predá:         Všetky items (hot aj cold) za 60% hodnoty
Cooldown:      7200s (2 hodiny) — REENGAGEMENT CLOCK

8. HEAT SYSTEM

Heat Status Efekt
0–30 CLEAR Normálne operácie
31–60 WATCHED -10% success rate
61–80 HOT -25% success rate
81–99 CRITICAL -40% success rate
100 BUSTED Stratíš inventory, 10s lockout, heat → 0

Success rate vzorec: baseRate + (level * 0.03) - heatPenalty


9. UPGRADE SHOP

Cena vzorec: Math.floor(baseCost * Math.pow(1.15, currentLevel))

OPERATIVE upgrades

Upgrade Base Cost Efekt per Level Max
GHOST_PROTOCOL 50 CR Siphon success +2% 10
NEURAL_BOOST 80 CR Stamina max +10 15
SIGNAL_DAMPENER 120 CR Heat generation -10% 8
STIM_PACK 200 CR Stamina regen +0.5/s 10
ICE_BREAKER 350 CR Bust penalty -1s 5
DARK_CHANNEL 200 CR Item cooldown -30s 8
TRACE_ERASER 150 CR Heat decay +0.5/5s 6

INTEL upgrades (REP cost)

Upgrade REP Cost Efekt
NET_SCANNER 25 REP Vidíš heat level vopred
CORP_MOLE 50 REP Heat decay 2x rýchlejší
DEEP_SOURCE 100 REP +10% loot hodnota
DARK_EXCHANGE 200 REP Dark Market cooldown -30min

10. HIRED RUNNERS (Passive Income)

Cena každého ďalšieho: hireCost * Math.pow(1.3, count) Max per tier: 5 Max stored cycles: 5 (reengagement clock)

Tier Hire Cost Credits/cycle Cycle Heat/cycle Unlock
STREET_RUNNER 300 CR 2 60s +1 Level 3
DATA_THIEF 800 CR 8 300s +2 Level 5
INFILTRATOR 2,500 CR 35 900s +3 Level 7
FIXER 8,000 CR 150 3600s +1 Level 9
SHADOW_BROKER 25,000 CR 600 7200s 0 Prestige

11. DISTRICTS

District Unlock Loot Multiplier Heat Decay
NEON_STRIP Start 1x 1/5s
CORP_ZONE Level 5 1.5x 0.8/5s
APEX_CITADEL Level 8 2.5x 0.5/5s
DARK_NET Prestige Special 2/5s

12. MISSIONS SYSTÉM (Fáza 2)

Misia Trvanie Runners Reward Fail chance
DATA_RUN 10 min 1 50–150 CR 20%
SERVER_BREACH 1 hod 2 300–600 CR 35%
CORP_HQ_INFILTRATION 4 hod 3 1,000–2,500 CR 50%
MAINFRAME_HEIST 12 hod 5 5,000–12,000 CR 65%

13. PRESTIGE SYSTÉM

Unlock: Level 10 + 100,000 CR zarobených celkovo

Resetuje: Credits, Level, XP, Inventory, Operative upgrades, Hired runners (nie SHADOW_BROKER) Ostane: Prestige level, REP, Intel upgrades, unlocked Districts

Prestige multiplikátor: 1 + (prestige * 0.25)

Prestige Bonus
1 Credit income +25%
2 Stamina max +25, regen +1/s
3 Loot cooldown -20%
4 Dark Market cooldown -1h
5 Runner hire cap +2 per type
6+ Credit income +15% per prestige

14. REENGAGEMENT CLOCKS

Clock Interval Cap Hráč typ
Stamina full ~50s Never Aktívny
STREET_RUNNER 60s 5min Tab hráč
DATA_THIEF 300s 25min Každých 5 min
INFILTRATOR 900s 75min Každých 15 min
Dark Market 7200s 7200s Každé 2 hodiny
FIXER 3600s 18000s Každú hodinu
SHADOW_BROKER 7200s 36000s Každé 2 hodiny

15. OFFLINE PROGRESS

const offlineSeconds = Math.min((now - lastTickTime) / 1000, 14400); // cap 4h
const offlineCredits = calculatePassiveIncome(state) * offlineSeconds * 0.6; // 60% efektívnosť
  • Runners generujú credits offline (do capu)
  • Missions pokračujú offline
  • Stamina sa NEregeneruje offline
  • Heat decay prebieha offline

16. BALANCING NUMBERS

Credits per Hour

Situácia CR/hod
Aktívny level 1 ~180
Aktívny level 5 ~850
S 3 Infiltrators level 5 ~1,400
Post-prestige level 5 ~2,100

Progression Walls

Wall Level Čo treba Riešenie
1 Level 3 320 XP + 300 CR Hire Street Runner
2 Level 5 1,869 XP + 2,500 CR Hire Infiltrator
3 Level 7 9,366 XP + 8,000 CR Dark Market
4 Level 10 100k earned Prestige

17. SAVE SYSTEM

const SAVE_KEY = 'shadow_guild_save_v1';
// Auto-save každých 30s
localStorage.setItem(SAVE_KEY, JSON.stringify(state));
// Load pri štarte
const saved = localStorage.getItem(SAVE_KEY);
if (saved) dispatch({ type: 'LOAD_SAVE', payload: JSON.parse(saved) });

18. TECHNICAL RULES (čítaj každú session)

  1. Všetka game logika v gameLogic.js ako pure functions — ZERO React imports
  2. Všetok state v useReducer v App.jsx — nikdy useState pre game state
  3. Game tick: 1000ms setInterval v useEffect s cleanup funkciou
  4. Exponenciálne náklady: Math.floor(baseCost * Math.pow(1.15, level))
  5. XP per level: Math.floor(100 * Math.pow(2.2, level - 1))
  6. Nikdy neukladaj derived values do state — počítaj v renderi
  7. Všetky zobrazené čísla: toLocaleString()
  8. UI vždy v ENGLISH ONLY

19. MVP BUILD ORDER

Fáza 1 — Core Loop (Týždeň 1):

  • Siphon + loot + heat
  • Stamina regen
  • Inventory s cooldown timermi
  • Sell cooled items
  • LAY LOW mode
  • BUSTED mechanic
  • Level + XP systém
  • BREACH od levelu 2

Fáza 2 — Progression (Týždeň 2-3):

  • Upgrade shop (7 upgradov)
  • Hire STREET_RUNNER (pasívny príjem)
  • CORP_ZONE district

Fáza 3 — Depth (Týždeň 4-5):

  • Všetky runner tiery
  • Dark Market
  • Všetky districts

Fáza 4 — Endgame (Mesiac 2):

  • Prestige systém
  • Missions
  • Steam build (Electron)
  • Mobile (Capacitor)

20. PROMPT TEMPLATE PRE AI

Keď začínaš nový chat, vždy začni presne takto:

I'm building an idle game called Shadow Guild. Here is the complete game design document:

[vlož celý tento súbor]

CRITICAL RULES:
1. ALL output must be in ENGLISH ONLY — UI text, logs, item names, variables, comments.
2. Follow the design system in Section 2 exactly. No gradients, no rounded corners, no exceptions.
3. All game logic goes in gameLogic.js as pure functions (no React imports).
4. All state managed by useReducer in App.jsx only.
5. Do ONLY the specific task I ask. Do not hallucinate features from later phases.

Current phase: Phase 1 — Core Loop
Current task: [konkrétna úloha]
Current code: [vlož relevantné súbory ak existujú]

Shadow Guild Game Design Document v1.1 — ARLing s.r.o.