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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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---
id: wiki-2026-0508-pocket-land
title: Pocket Land
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Pocket Land game, mobile builder game]
duplicate_of: none
source_trust_level: B
confidence_score: 0.7
verification_status: applied
tags: [game, mobile, casual-builder, idle]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: csharp
framework: unity
---
# Pocket Land
## 매 한 줄
> **"매 손바닥 안 작은 land 를 키우는 casual builder loop"**. 매 mobile builder + idle + light combat 의 hybrid genre — 매 Travel Town / Township / Royal Match 계열의 변형. 매 craft → upgrade → expand → repeat 의 짧은 session.
## 매 핵심
### 매 core loop
1. **Tap to gather**: 매 tree/rock/animal tap → 매 resource.
2. **Craft / merge**: 매 resource 의 building / item 으로 변환.
3. **Expand land**: 매 fog / locked region 의 unlock.
4. **Quest progression**: 매 NPC quest 의 next chapter 잠금 해제.
5. **Idle return**: 매 offline gen + 매 daily reward.
### 매 core mechanic 변형
- **Merge-2/3**: 매 동일 item 합쳐서 upgrade.
- **Energy economy**: 매 tap = energy 소비, 매 regen 또는 IAP.
- **Decoration / collection**: 매 cosmetic completionist drive.
- **Light combat**: 매 monster hut clear → 매 reward.
### 매 monetization (genre standard)
- 매 IAP: energy refill, gem packs, premium decoration, season pass.
- 매 ads: rewarded video (energy/double reward), interstitial.
- 매 LiveOps: time-limited event, offer wall.
### 매 retention 핵심
- **D1/D7/D30**: 매 30/15/5% 의 industry healthy.
- **Daily quests + streak**: 매 D1 의 핵심 driver.
- **Social** (clan/visit): 매 D30 stretch.
## 💻 패턴
### Resource gather (Unity ECS-ish)
```csharp
public struct Tappable : IComponentData {
public int Hits;
public ResourceType Drops;
public int DropAmount;
}
public partial struct TapSystem : ISystem {
public void OnUpdate(ref SystemState s) {
var tap = SystemAPI.GetSingleton<TapInput>();
if (!tap.Triggered) return;
foreach (var (t, e) in SystemAPI.Query<RefRW<Tappable>>().WithEntityAccess()) {
if (HitTest(tap.Position, e)) {
t.ValueRW.Hits--;
if (t.ValueRW.Hits <= 0) {
Inventory.Add(t.ValueRO.Drops, t.ValueRO.DropAmount);
s.EntityManager.DestroyEntity(e);
}
}
}
}
}
```
### Energy economy
```ts
class Energy {
max = 100; current = 100; lastTick = Date.now();
regenSecPerPoint = 60;
refresh(now = Date.now()) {
const delta = (now - this.lastTick) / 1000;
const gained = Math.floor(delta / this.regenSecPerPoint);
this.current = Math.min(this.max, this.current + gained);
this.lastTick += gained * this.regenSecPerPoint * 1000;
}
spend(n: number): boolean {
this.refresh();
if (this.current < n) return false;
this.current -= n; return true;
}
}
```
### Idle offline reward
```ts
function calcOfflineReward(producers: Producer[], lastSeen: number) {
const now = Date.now();
const elapsedSec = Math.min((now - lastSeen) / 1000, 8 * 3600); // 매 cap 8h
return producers.map(p => ({
type: p.output,
amount: Math.floor(p.ratePerSec * elapsedSec * 0.5), // 매 50% offline rate
}));
}
```
### Land expansion (fog-of-war unlock)
```csharp
public class LandRegion : MonoBehaviour {
public int unlockCost;
public ResourceType currency;
public LandRegion[] reveals;
public void Unlock() {
if (!Inventory.Spend(currency, unlockCost)) return;
Fog.Clear(this);
foreach (var r in reveals) r.SetVisible(true);
Quest.Notify(QuestEvent.RegionUnlocked, this);
}
}
```
### Quest chain
```ts
type Quest = {
id: string;
prerequisites: string[];
goal: { type: "gather"|"build"|"defeat"; target: string; amount: number };
reward: Reward;
};
class QuestEngine {
active = new Set<string>();
completed = new Set<string>();
onEvent(ev: GameEvent) {
for (const id of this.active) {
const q = quests[id];
if (matches(q.goal, ev)) advance(id);
if (isDone(id)) {
this.completed.add(id); this.active.delete(id);
grant(q.reward);
for (const next of quests) {
if (next.prerequisites.every(p => this.completed.has(p)))
this.active.add(next.id);
}
}
}
}
}
```
### Server-side anti-cheat (resource gain)
```ts
// 매 client 가 보고한 gather event 를 server 가 rate-limit
async function reportGather(uid: string, evt: GatherEvent) {
const last = await redis.get(`gather:${uid}:last`);
if (last && Date.now() - +last < 200) return reject("rate"); // 매 5/sec cap
await redis.set(`gather:${uid}:last`, Date.now(), "EX", 60);
await db.inventory.add(uid, evt.resource, evt.amount);
}
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| Casual mobile target | Energy + idle + merge |
| Mid-core target | Land expansion + light combat + clan |
| Core loop length | 매 1-3분 session / 10+ daily |
| Monetization | Soft (cosmetic) + hard (energy) hybrid |
| 진입 장벽 | First 10 min 의 매 즉각적 progress visualization |
**기본값**: 매 tap-gather + craft-merge + land-expand + 짧은 quest chain + IAP energy.
## 🔗 Graph
- Adjacent: [[LiveOps]]
## 🤖 LLM 활용
**언제**: 매 mobile casual game 디자인 / live-ops content 생성. 매 quest chain authoring.
**언제 X**: 매 hardcore PvP, 매 narrative-heavy AAA — 매 장르 mismatch.
## ❌ 안티패턴
- **Long first session 강제**: 매 tutorial 30분 → 매 D1 churn.
- **Pay wall too early**: 매 D2 안에 wall → 매 review bomb.
- **Unbalanced energy**: 매 너무 짧으면 frustration, 매 너무 길면 매 monetization fail.
- **No social**: 매 D30 retention 의 vector 부재.
- **Client-trusted resource**: 매 modding/cheating 폭증.
## 🧪 검증 / 중복
- Verified (genre best practices: Deconstructor of Fun, GameRefinery 2025 mobile reports). Title-specific 매 verify limited (B-tier).
- 신뢰도 B (genre 일반은 A, 매 specific game 은 B).
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — casual builder loop + monetization patterns |