Appearance
Phase 2: Player & Core Systems
Depends on: Phase 1 (terrain must exist to stand on).
| # | System | Notes |
|---|---|---|
| 6 | Shared Game Data | Item, enemy, and constant definitions. Vendor gear list, enemy stat profiles. |
| 7 | Player Entity | Character model, animations, spawn on terrain. |
| 8 | Skill System | 4 combat skills (Attack, Strength, Defence, Hitpoints) with XP progression. |
| 9 | Movement | Hero follows main road in auto-battle. Tap-to-move for active play. |
| 10 | Pathfinding | Hex-aware A* on the ribbon surface. Hardest unsolved problem. |
| 11 | Spatial Hash | Proximity queries for combat aggro and targeting. |
| 12 | Inventory & Gold | Gold counter, purchased gear slots, Equipment Slot Menu. |
System Details
Click any system above for the full implementation guide including Koota traits, file structure, implementation steps, and beta references.