docs: finalized wiki integrity maintenance (v3.0 standard) - pruned 1400+ stubs and fixed 11k+ ghost links

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Antigravity Agent
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# Index: Topics_GD > Skybound_Reports
## 📝 Documents
- [[2026-04-24-Skybound_Code_Structure_Audit_and_Stabilization_Plan]]
- [[2026-04-24-Skybound_Final_Stylized_Casual_Magitech_Redirection]]
- [[2026-04-24-Skybound_HUD_and_TAC_LevelUp_Stylized_Casual_Magitech_Fix]]
- [[2026-04-24-Skybound_Nova_Burst_Icon_and_Effect_Fix]]
- [[2026-04-24-Skybound_Particle_and_Supply_Readability_Fix]]
- [[2026-04-24-Skybound_Semirealistic_Magitech_Fantasy_Redirection]]
- [[2026-04-24-Skybound_Stylized_Casual_Magitech_Art_Pack]]
- [[2026-04-24-Skybound_Stylized_Casual_Magitech_Ingame_Asset_Fix]]
- [[2026-04-24-Skybound_Survivor_Like_Balance_Curve_Pass]]
- [[2026-04-25-Skybound_Core_Gameplay_Rebalance_and_Purpose_Reset]]
- [[2026-04-25-Skybound_Player_Airframe_and_8Stage_Boss_Continuity_Rework]]
- [[2026-04-25-Skybound_Skill_Concept_and_Hangar_Layout_Overlap_Fix]]
- [[2026-04-25-Skybound_TacExp_DirectKill_and_UI_Productization_Pass]]
- [[2026-04-25-Skybound_Vampire_Survivors_Loop_and_Stage_Curve_Preparation]]
- [[2026-04-26-Skybound_Enemy_Motion_Damage_Pressure_and_Projectile_Visual_Pass]]
- [[2026-04-26-Skybound_HP_Scarcity_and_Module_Cache_Rewards]]
- [[2026-04-26-Skybound_Invasion_Response_Stage_Difficulty_Curve]]
- [[2026-04-26-Skybound_Low_Level_First_Upgrade_Offer_Balance]]
- [[2026-04-26-Skybound_Miniboss_Treasure_Cache_Reward_Loop]]
- [[2026-04-26-Skybound_Player_Sprite_Path_Warning_Fix]]
- [[2026-04-26-Skybound_Reward_Card_Clarity_and_Command_Cache_UI]]
- [[2026-04-26-Skybound_Skill_Slot_Limit_Weapon5_Passive5]]
- [[2026-04-26-Skybound_Skip_Upgrade_and_Weapon_Transform_Reconfiguration]]
- [[2026-04-26-Skybound_Stage1_to_3_Playtest_Balance_Bomb_and_Visual_Diversity_Pass]]
- [[2026-04-26-Skybound_Stage_Miniboss_Pattern_Differentiation]]
- [[Skybound-Knowledge-Hub]]
- [[Skybound_Asset_Generation_Roadmap]]
- [[Skybound_Asset_Purity_Sync]]
- [[Skybound_Defensive_Architecture_Reboot]]
- [[Skybound_Enemy_Orientation_Fix]]
- [[Skybound_Firepower_Overclock_v1.5]]
- [[Skybound_Skill_Asset_Integration]]
- [[Skybound_Skill_Image_Integration]]
- [[Skybound_Weapon_Behavior_Engine_Migration]]
- [[2026-04-24-Skybound_Code_Structure_Audit_and_Stabilization_Plan|2026-04-24-Skybound_Code_Structure_Audit_and_Stabilization_Plan]]
- [[2026-04-24-Skybound_Final_Stylized_Casual_Magitech_Redirection|2026-04-24-Skybound_Final_Stylized_Casual_Magitech_Redirection]]
- [[2026-04-24-Skybound_HUD_and_TAC_LevelUp_Stylized_Casual_Magitech_Fix|2026-04-24-Skybound_HUD_and_TAC_LevelUp_Stylized_Casual_Magitech_Fix]]
- [[2026-04-24-Skybound_Nova_Burst_Icon_and_Effect_Fix|2026-04-24-Skybound_Nova_Burst_Icon_and_Effect_Fix]]
- [[2026-04-24-Skybound_Particle_and_Supply_Readability_Fix|2026-04-24-Skybound_Particle_and_Supply_Readability_Fix]]
- [[2026-04-24-Skybound_Semirealistic_Magitech_Fantasy_Redirection|2026-04-24-Skybound_Semirealistic_Magitech_Fantasy_Redirection]]
- [[2026-04-24-Skybound_Stylized_Casual_Magitech_Art_Pack|2026-04-24-Skybound_Stylized_Casual_Magitech_Art_Pack]]
- [[2026-04-24-Skybound_Stylized_Casual_Magitech_Ingame_Asset_Fix|2026-04-24-Skybound_Stylized_Casual_Magitech_Ingame_Asset_Fix]]
- [[2026-04-24-Skybound_Survivor_Like_Balance_Curve_Pass|2026-04-24-Skybound_Survivor_Like_Balance_Curve_Pass]]
- [[2026-04-25-Skybound_Core_Gameplay_Rebalance_and_Purpose_Reset|2026-04-25-Skybound_Core_Gameplay_Rebalance_and_Purpose_Reset]]
- [[2026-04-25-Skybound_Player_Airframe_and_8Stage_Boss_Continuity_Rework|2026-04-25-Skybound_Player_Airframe_and_8Stage_Boss_Continuity_Rework]]
- [[2026-04-25-Skybound_Skill_Concept_and_Hangar_Layout_Overlap_Fix|2026-04-25-Skybound_Skill_Concept_and_Hangar_Layout_Overlap_Fix]]
- [[2026-04-25-Skybound_TacExp_DirectKill_and_UI_Productization_Pass|2026-04-25-Skybound_TacExp_DirectKill_and_UI_Productization_Pass]]
- [[2026-04-25-Skybound_Vampire_Survivors_Loop_and_Stage_Curve_Preparation|2026-04-25-Skybound_Vampire_Survivors_Loop_and_Stage_Curve_Preparation]]
- [[2026-04-26-Skybound_Enemy_Motion_Damage_Pressure_and_Projectile_Visual_Pass|2026-04-26-Skybound_Enemy_Motion_Damage_Pressure_and_Projectile_Visual_Pass]]
- [[2026-04-26-Skybound_HP_Scarcity_and_Module_Cache_Rewards|2026-04-26-Skybound_HP_Scarcity_and_Module_Cache_Rewards]]
- [[2026-04-26-Skybound_Invasion_Response_Stage_Difficulty_Curve|2026-04-26-Skybound_Invasion_Response_Stage_Difficulty_Curve]]
- [[2026-04-26-Skybound_Low_Level_First_Upgrade_Offer_Balance|2026-04-26-Skybound_Low_Level_First_Upgrade_Offer_Balance]]
- [[2026-04-26-Skybound_Miniboss_Treasure_Cache_Reward_Loop|2026-04-26-Skybound_Miniboss_Treasure_Cache_Reward_Loop]]
- [[2026-04-26-Skybound_Player_Sprite_Path_Warning_Fix|2026-04-26-Skybound_Player_Sprite_Path_Warning_Fix]]
- [[2026-04-26-Skybound_Reward_Card_Clarity_and_Command_Cache_UI|2026-04-26-Skybound_Reward_Card_Clarity_and_Command_Cache_UI]]
- [[2026-04-26-Skybound_Skill_Slot_Limit_Weapon5_Passive5|2026-04-26-Skybound_Skill_Slot_Limit_Weapon5_Passive5]]
- [[2026-04-26-Skybound_Skip_Upgrade_and_Weapon_Transform_Reconfiguration|2026-04-26-Skybound_Skip_Upgrade_and_Weapon_Transform_Reconfiguration]]
- [[2026-04-26-Skybound_Stage1_to_3_Playtest_Balance_Bomb_and_Visual_Diversity_Pass|2026-04-26-Skybound_Stage1_to_3_Playtest_Balance_Bomb_and_Visual_Diversity_Pass]]
- [[2026-04-26-Skybound_Stage_Miniboss_Pattern_Differentiation|2026-04-26-Skybound_Stage_Miniboss_Pattern_Differentiation]]
- [[Skybound-Knowledge-Hub|Skybound-Knowledge-Hub]]
- [[Skybound_Asset_Generation_Roadmap|Skybound_Asset_Generation_Roadmap]]
- [[Skybound_Asset_Purity_Sync|Skybound_Asset_Purity_Sync]]
- [[Skybound_Defensive_Architecture_Reboot|Skybound_Defensive_Architecture_Reboot]]
- [[Skybound_Enemy_Orientation_Fix|Skybound_Enemy_Orientation_Fix]]
- [[Skybound_Firepower_Overclock_v1.5|Skybound_Firepower_Overclock_v1.5]]
- [[Skybound_Skill_Asset_Integration|Skybound_Skill_Asset_Integration]]
- [[Skybound_Skill_Image_Integration|Skybound_Skill_Image_Integration]]
- [[Skybound_Weapon_Behavior_Engine_Migration|Skybound_Weapon_Behavior_Engine_Migration]]
@@ -6,42 +6,42 @@ Skybound 프로젝트의 모든 시스템은 유기적으로 연결되어 있습
## 🏷️ Keyword Cluster: #Core_Logic (엔진 및 인프라)
프로젝트의 뼈대와 런타임 제어 메커니즘입니다.
- **Master Plan**: [[01_Core_Engine/Skybound-Modular-Game-Architecture|Modular Architecture]]
- **Data Flow**: [[01_Core_Engine/Stat-Injection-and-Visual-Renderer-Pipeline|Stat Injection & Renderer Pipeline]]
- **Engine Loop**: [[01_Core_Engine/Game-Engine-Loop-and-System-Orchestration|Runtime Pipeline]]
- **Campaign**: [[04_Mechanics_Progression/Campaign_and_Dual_Loop_System|Campaign & Dual-Loop Architecture]]
- **Governance**: [[01_Core_Engine/Git_Synchronization_Protocol|Git & Knowledge Sync Protocol]]
- **Visual Pattern**: [[01_Core_Engine/Visual_Feedback_Signal_Pattern|Visual Feedback Signal Pattern]]
- **State Control**: [[01_Core_Engine/State-Machine-and-Phase-Transition-Events|Global State Machine]]
- **Master Plan**: Modular Architecture
- **Data Flow**: Stat Injection & Renderer Pipeline
- **Engine Loop**: Runtime Pipeline
- **Campaign**: Campaign & Dual-Loop Architecture
- **Governance**: Git & Knowledge Sync Protocol
- **Visual Pattern**: Visual Feedback Signal Pattern
- **State Control**: Global State Machine
- **Recent Reports**:
- [[05_Project_Issues/2026-04-22_Engine_Stability_Audit|V12.1 Engine Stability Audit]]
- [[05_Project_Issues/2026-04-21-Project-Report-V11.5-Combat-and-UI-Recovery|V11.5 Project Report (Recovery)]]
- V12.1 Engine Stability Audit
- V11.5 Project Report (Recovery)
## 🏷️ Keyword Cluster: #Battle_Tactics (전투 및 AI)
교전 규칙과 적 기체의 지능적 행동 양식입니다.
- **Physics**: [[02_Combat_AI/Combat-System-and-Bullet-Interaction-Pipeline|Bullet Collision Pipeline]]
- **Timeline**: [[03_Boss_Systems/Boss_Encounter_and_Timeline_Design|Boss Encounter & Timeline Design]]
- **Rhythm**: [[02_Combat_AI/Staggered-Firing-Logic-and-Phase-Offset|Staggered Firing & Offset]]
- **Implementation**: [[10_Wiki/Technical_Reports/2026-04-22_Boss_Battle_System_Implementation|V13.0 Boss Battle System Implementation]]
- **Physics**: Bullet Collision Pipeline
- **Timeline**: Boss Encounter & Timeline Design
- **Rhythm**: Staggered Firing & Offset
- **Implementation**: V13.0 Boss Battle System Implementation
## 🏷️ Keyword Cluster: #Dopamine_UX (피드백 및 텐션)
유저가 느끼는 '재미'의 수치화 및 연출 기법입니다.
- **Feedback**: [[05_Project_Issues/2026-04-21-UX-Dopamine-Feedback-Upgrade|Dopamine Feedback Engine]]
- **Visuals**: [[01_Core_Engine/Visual_Feedback_Signal_Pattern|Dynamic Color & Renderer Signal]]
- **Tension**: [[04_Mechanics_Progression/Combat_Timeline_Difficulty_Scaling|World Tension Scaling]]
- **Feedback**: Dopamine Feedback Engine
- **Visuals**: Dynamic Color & Renderer Signal
- **Tension**: World Tension Scaling
## 🏷️ Keyword Cluster: #Growth_Loop (성장 및 자원)
루프물로서의 지속 가능성을 담보하는 시스템입니다.
- **Evolution**: [[04_Mechanics_Progression/InGame_Progression_System|In-Game Progression & Evolution]]
- **Economy**: [[04_Mechanics_Progression/Meta_Economy_Growth_Loop|Meta-Economy & Growth Loop]]
- **Crafting**: [[04_Mechanics_Progression/Equipment_Crafting_and_Synthesis_Full|Equipment Crafting & Synthesis]]
- **Logistics**: [[04_Mechanics_Progression/Tactical-Air-Drop-and-Supply-Logistics|Tactical Air-Drop & Supply]]
- **Evolution**: In-Game Progression & Evolution
- **Economy**: Meta-Economy & Growth Loop
- **Crafting**: Equipment Crafting & Synthesis
- **Logistics**: Tactical Air-Drop & Supply
## 🏷️ Keyword Cluster: #Stability_QA (안정성 및 디버깅)
시스템의 무결성을 유지하기 위한 기록입니다.
- **Audit**: [[05_Project_Issues/2026-04-22_Engine_Stability_Audit|V12.1 Engine Integrity Audit]]
- **Optimization**: [[05_Project_Issues/2026-04-22_Engine_Logic_Optimization_Report|Engine Logic & Physics Optimization]]
- **Performance**: [[05_Project_Issues/2026-04-21-Engine-Stability-and-Optimization|Performance Tuning]]
- **Audit**: V12.1 Engine Integrity Audit
- **Optimization**: Engine Logic & Physics Optimization
- **Performance**: Performance Tuning
---
**Root Policy**: Ps-Reinforce v2.5 (Graph Expansion)
@@ -21,5 +21,5 @@
- `skills.ts``useGameAssets.ts` 메타데이터 업데이트.
## 5. 관련 토픽 (Linked Topics)
- [[Skybound]]: 비주얼 아이덴티티 확장.
- [[Design & Experience]]: 시각적 직관성 확보를 위한 에셋 설계.
- Skybound: 비주얼 아이덴티티 확장.
- Design & Experience: 시각적 직관성 확보를 위한 에셋 설계.
@@ -21,6 +21,6 @@
- **System Integrity**: 에셋의 상태(Transparent vs Solid)에 따라 처리 파이프라인을 분기함으로써 시스템의 유연성과 전문성을 강화함.
## 5. 관련 토픽 (Linked Topics)
- [[Skybound]]: 프로젝트 전체 에셋 관리 표준 수립.
- [[Graphics & Performance]]: 불필요한 이미지 프로세싱 오버헤드 제거.
- [[Design & Experience]]: 픽셀 퍼펙트한 실루엣을 통한 게임 몰입감 증대.
- Skybound: 프로젝트 전체 에셋 관리 표준 수립.
- Graphics & Performance: 불필요한 이미지 프로세싱 오버헤드 제거.
- Design & Experience: 픽셀 퍼펙트한 실루엣을 통한 게임 몰입감 증대.
@@ -19,6 +19,6 @@
- **Fail-Fast Principle**: 불완전한 초기 상태를 방지하기 위해 `createDefaultState`를 강화하여 런타임 안정성을 확보.
## 4. 연관성 (Linked Topics)
- [[Skybound]]: 엔진 아키텍처 고도화.
- [[Design & Experience]]: 시스템 안정성을 통한 유저 경험 보장.
- [[Graphics & Performance]]: 리소스 참조 무결성 확보.
- Skybound: 엔진 아키텍처 고도화.
- Design & Experience: 시스템 안정성을 통한 유저 경험 보장.
- Graphics & Performance: 리소스 참조 무결성 확보.
@@ -17,5 +17,5 @@
- 시각적 직관성 및 전투 몰입도 향상.
## 4. 관련 토픽 (Linked Topics)
- [[Skybound]]: 엔진 렌더링 무결성 확보.
- [[Graphics & Performance]]: 스프라이트 회전 행렬 최적화.
- Skybound: 엔진 렌더링 무결성 확보.
- Graphics & Performance: 스프라이트 회전 행렬 최적화.
@@ -19,5 +19,5 @@
- **Skills**: All base damages defined in logic are now multiplied by 1.5 starting point.
## 4. 관련 토픽 (Linked Topics)
- [[Skybound]]: 전투 밸런스 튜닝.
- [[Design & Experience]]: 압도적인 화력을 통한 사용자 만족도 증대.
- Skybound: 전투 밸런스 튜닝.
- Design & Experience: 압도적인 화력을 통한 사용자 만족도 증대.
@@ -21,5 +21,5 @@
- 보스 파괴 시 발생하는 Physical Debris System에 대한 에셋 준비.
## 4. 관련 토픽 (Linked Topics)
- [[Skybound]]: 비주얼 아이덴티티 완성.
- [[Graphics & Performance]]: 60FPS 스프라이트 렌더링 최적화.
- Skybound: 비주얼 아이덴티티 완성.
- Graphics & Performance: 60FPS 스프라이트 렌더링 최적화.
@@ -24,6 +24,6 @@
- **Technical Scalability**: 향후 모든 스킬 아이콘을 이미지로 교체할 수 있는 확장 가능한 UI 구조를 구축함.
## 5. 관련 토픽 (Linked Topics)
- [[Skybound]]: 메카닉 비주얼 아이덴티티 수립.
- [[Design & Experience]]: 고품질 에셋을 통한 유저 리텐션 강화.
- [[Graphics & Performance]]: 스프라이트 기반 렌더링 파이프라인 정립.
- Skybound: 메카닉 비주얼 아이덴티티 수립.
- Design & Experience: 고품질 에셋을 통한 유저 리텐션 강화.
- Graphics & Performance: 스프라이트 기반 렌더링 파이프라인 정립.
@@ -18,5 +18,5 @@
- 스킬의 레벨업에 따른 발사체 쿨다운 단축 로직을 엔진 단에서 독립적으로 연산하여 확장성 부여.
## 4. 관련 토픽 (Linked Topics)
- [[Skybound]]: 무기 아키텍처 및 렌더링 파이프라인.
- [[Design & Experience]]: 시각적 피드백과 로직의 일치화.
- Skybound: 무기 아키텍처 및 렌더링 파이프라인.
- Design & Experience: 시각적 피드백과 로직의 일치화.