14 KiB
14 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, tags, raw_sources, last_reinforced, github_commit, inferred_by, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | tags | raw_sources | last_reinforced | github_commit | inferred_by | tech_stack | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-skybound-knowledge-hub | Skybound Knowledge Hub | 10_Wiki/Topics_GD | needs_review | self | none | A | 0.92 |
|
2026-05-08 | pending | Claude Opus 4.7 (auto-normalize 2026-05-08) |
|
🛰️ Skybound Protocol: Strategic Knowledge Mesh (MOC)
Skybound 프로젝트의 모든 시스템은 유기적으로 연결되어 있습니다. 아래의 핵심 키워드 클러스터를 통해 시스템 간의 연관 관계를 파악하십시오.
🏷️ 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]]
- Implementation: 01_Core_Engine/[[Skybound_Implementation_Report_V10_5|V10.5 Implementation Report]]
- Fix Log: [[01_Core_Engine/Combat[[system]]Reference_Error_ReSolution|Combat system ReferenceError Resolution]]
- 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]]
- Recent Reports:
- 01_Core_Engine/[[2026-04-23_Engine_Stabilization_Report|V13.1 Engine Stabilization & Tactical Boundary]]
- 05_Project_Issues/[[2026-04-23_Post-Mortem_Loot_Rebalance|Post-Mortem: Loot & Progression Rebalance]]
- 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)]]
🏷️ 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]]
- Design: 03_Boss_Systems/[[Boss_Battle_Design_System|Boss Battle Design System]]
- 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
🏷️ 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]]
- Upgrade: 04_Mechanics_Progression/[[UX_Gameplay_Protocol_V10_0|V10.0 UX & Gameplay Upgrade]]
- Visuals: 01_Core_Engine/Visual_Feedback_Signal_Pattern
- Tension: 04_Mechanics_Progression/[[Combat_Timeline_Difficulty_Scaling|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]]
🏷️ 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]]
- Boss Fix: 03_Boss_Systems/[[Boss_Combat_Stability_Fix_Log|Boss Combat Stability Fix]]
- Post-Mortem: 05_Project_Issues/2026-04-23_Post-Mortem_Loot_Rebalance
- Report: 05_Project_Issues/[[2026-04-21_Stability_and_Optimization_Report|2026-04-21 Stability & Optimization]]
- Performance: 05_Project_Issues/[[2026-04-21-Engine-Stability-and-Optimization|Performance Tuning]]
Root Policy: Ps-Reinforce v2.5 (Graph Expansion) Last Audit: 2026-04-23
Project Status: Knowledge Ingestion Complete (Batch 13.1-A)
🏷️ Keyword Cluster: #Project_Logs (최근 개발 로그)
- Frontend_[[Mastery/2026-04-24-Skybound_Code_Structure_Audit_and_Stabilization_Plan|2026-04-24-Skybound_Code_Structure_Audit_and_Stabilization_Plan]]
- Frontend_Mastery/[[2026-04-24-Skybound_Final_Stylized_Casual_Magitech_Redirection|2026-04-24-Skybound_Final_Stylized_Casual_Magitech_Redirection]]
- Frontend_Mastery/[[2026-04-24-Skybound_HUD_and_TAC_LevelUp_Stylized_Casual_Magitech_Fix|2026-04-24-Skybound_HUD_and_TAC_LevelUp_Stylized_Casual_Magitech_Fix]]
- Frontend_Mastery/[[2026-04-24-Skybound_Nova_Burst_Icon_and_Effect_Fix|2026-04-24-Skybound_Nova_Burst_Icon_and_Effect_Fix]]
- Frontend_Mastery/[[2026-04-24-Skybound_Particle_and_Supply_Readability_Fix|2026-04-24-Skybound_Particle_and_Supply_Readability_Fix]]
- Frontend_Mastery/[[2026-04-24-Skybound_Semirealistic_Magitech_Fantasy_Redirection|2026-04-24-Skybound_Semirealistic_Magitech_Fantasy_Redirection]]
- Frontend_Mastery/[[2026-04-24-Skybound_Stylized_Casual_Magitech_Art_Pack|2026-04-24-Skybound_Stylized_Casual_Magitech_Art_Pack]]
- Frontend_Mastery/[[2026-04-24-Skybound_Stylized_Casual_Magitech_Ingame_Asset_Fix|2026-04-24-Skybound_Stylized_Casual_Magitech_Ingame_Asset_Fix]]
- Frontend_Mastery/[[2026-04-24-Skybound_Survivor_Like_Balance_Curve_Pass|2026-04-24-Skybound_Survivor_Like_Balance_Curve_Pass]]
- Frontend_Mastery/2026-04-25-Skybound_Core_Gameplay_Rebalance_and_[[Purpose_Reset|2026-04-25-Skybound_Core_Gameplay_Rebalance_and_Purpose_Reset]]
- Frontend_Mastery/[[2026-04-25-Skybound_Player_Airframe_and_8Stage_Boss_Continuity_Rework|2026-04-25-Skybound_Player_Airframe_and_8Stage_Boss_Continuity_Rework]]
- Frontend_Mastery/[[2026-04-25-Skybound_Skill_Concept_and_Hangar_Layout_Overlap_Fix|2026-04-25-Skybound_Skill_Concept_and_Hangar_Layout_Overlap_Fix]]
- Frontend_Mastery/[[2026-04-25-Skybound_TacExp_DirectKill_and_UI_Productization_Pass|2026-04-25-Skybound_TacExp_DirectKill_and_UI_Productization_Pass]]
- Frontend_Mastery/[[2026-04-25-Skybound_Vampire_Survivors_Loop_and_Stage_Curve_Preparation|2026-04-25-Skybound_Vampire_Survivors_Loop_and_Stage_Curve_Preparation]]
- Frontend_Mastery/[[2026-04-26-Skybound_Enemy_Motion_Damage_Pressure_and_Projectile_Visual_Pass|2026-04-26-Skybound_Enemy_Motion_Damage_Pressure_and_Projectile_Visual_Pass]]
- Frontend_Mastery/[[2026-04-26-Skybound_HP_Scarcity_and_Module_Cache_Rewards|2026-04-26-Skybound_HP_Scarcity_and_Module_Cache_Rewards]]
- Frontend_Mastery/[[2026-04-26-Skybound_Invasion_Response_Stage_Difficulty_Curve|2026-04-26-Skybound_Invasion_Response_Stage_Difficulty_Curve]]
- Frontend_Mastery/[[2026-04-26-Skybound_Low_Level_First_Upgrade_Offer_Balance|2026-04-26-Skybound_Low_Level_First_Upgrade_Offer_Balance]]
- Frontend_Mastery/[[2026-04-26-Skybound_Miniboss_Treasure_Cache_Reward_Loop|2026-04-26-Skybound_Miniboss_Treasure_Cache_Reward_Loop]]
- Frontend_Mastery/[[2026-04-26-Skybound_Player_Sprite_Path_Warning_Fix|2026-04-26-Skybound_Player_Sprite_Path_Warning_Fix]]
- Frontend_Mastery/[[2026-04-26-Skybound_Reward_Card_Clarity_and_Command_Cache_UI|2026-04-26-Skybound_Reward_Card_Clarity_and_Command_Cache_UI]]
- Frontend_Mastery/[[2026-04-26-Skybound_Skill_Slot_Limit_Weapon5_Passive5|2026-04-26-Skybound_Skill_Slot_Limit_Weapon5_Passive5]]
- Frontend_Mastery/[[2026-04-26-Skybound_Skip_Upgrade_and_Weapon_Transform_Reconfiguration|2026-04-26-Skybound_Skip_Upgrade_and_Weapon_Transform_Reconfiguration]]
- Frontend_Mastery/[[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]]
- Frontend_Mastery/[[2026-04-26-Skybound_Stage_Miniboss_Pattern_Differentiation|2026-04-26-Skybound_Stage_Miniboss_Pattern_Differentiation]]
- Skybound/05_Project_Issues/2026-04-21-Engine-Stability-and-Optimization
- Skybound/05_Project_Issues/[[2026-04-21-Implementation-and-Architecture-Report|2026-04-21-Implementation-and-Architecture-Report]]
- Skybound/05_Project_Issues/2026-04-21-Project-Report-V11.5-Combat-and-UI-Recovery
- Skybound/05_Project_Issues/2026-04-21-UX-Dopamine-Feedback-Upgrade
- Skybound/05_Project_Issues/2026-04-22_Engine_Logic_Optimization_Report
- Skybound/05_Project_Issues/2026-04-22_Engine_Stability_Audit
- Skybound/2026-04-24-Skybound_Code_Structure_Audit_and_Stabilization_Plan
- Skybound/2026-04-24-Skybound_Final_Stylized_Casual_Magitech_Redirection
- Skybound/2026-04-24-Skybound_HUD_and_TAC_LevelUp_Stylized_Casual_Magitech_Fix
- Skybound/2026-04-24-Skybound_Nova_Burst_Icon_and_Effect_Fix
- Skybound/2026-04-24-Skybound_Particle_and_Supply_Readability_Fix
- Skybound/2026-04-24-Skybound_Semirealistic_Magitech_Fantasy_Redirection
- Skybound/2026-04-24-Skybound_Stylized_Casual_Magitech_Art_Pack
- Skybound/2026-04-24-Skybound_Stylized_Casual_Magitech_Ingame_Asset_Fix
- Skybound/2026-04-24-Skybound_Survivor_Like_Balance_Curve_Pass
- Skybound/[[2026-04-25-Skybound_Core_Gameplay_Rebalance_and_Purpose_Reset|2026-04-25-Skybound_Core_Gameplay_Rebalance_and_Purpose_Reset]]
- Skybound/2026-04-25-Skybound_Player_Airframe_and_8Stage_Boss_Continuity_Rework
- Skybound/2026-04-25-Skybound_Skill_Concept_and_Hangar_Layout_Overlap_Fix
- Skybound/2026-04-25-Skybound_TacExp_DirectKill_and_UI_Productization_Pass
- Skybound/2026-04-25-Skybound_Vampire_Survivors_Loop_and_Stage_Curve_Preparation
- Skybound/2026-04-26-Skybound_Enemy_Motion_Damage_Pressure_and_Projectile_Visual_Pass
- Skybound/2026-04-26-Skybound_HP_Scarcity_and_Module_Cache_Rewards
- Skybound/2026-04-26-Skybound_Invasion_Response_Stage_Difficulty_Curve
- Skybound/2026-04-26-Skybound_Low_Level_First_Upgrade_Offer_Balance
- Skybound/2026-04-26-Skybound_Miniboss_Treasure_Cache_Reward_Loop
- Skybound/2026-04-26-Skybound_Player_Sprite_Path_Warning_Fix
- Skybound/2026-04-26-Skybound_Reward_Card_Clarity_and_Command_Cache_UI
- Skybound/2026-04-26-Skybound_Skill_Slot_Limit_Weapon5_Passive5
- Skybound/2026-04-26-Skybound_Skip_Upgrade_and_Weapon_Transform_Reconfiguration
- Skybound/2026-04-26-Skybound_Stage1_to_3_Playtest_Balance_Bomb_and_Visual_Diversity_Pass
- Skybound/2026-04-26-Skybound_Stage_Miniboss_Pattern_Differentiation
📌 한 줄 통찰 (The Karpathy Summary)
(TODO: 한 문장으로 핵심 통찰을 작성. "X는 Y 조건에서 Z 효과를 낸다" 구조 권장.)
📖 구조화된 지식 (Synthesized Content)
추출된 패턴:
(TODO)
세부 내용:
- (TODO)
🤖 LLM 활용 힌트 (How to Use This Knowledge)
언제 이 지식을 쓰는가:
- (TODO)
언제 쓰면 안 되는가:
- (TODO)
🧪 검증 상태 (Validation)
- 정보 상태: needs_review
- 출처 신뢰도: A
- 검토 이유: (P-Reinforce Phase 1 자동 정규화. 본문 검증 필요.)
🧬 중복 검사 (Duplicate Check)
- 기존 유사 문서: (TODO: 인덱서 클러스터 리포트 참조)
- 처리 방식: UPDATE (자동 정규화)
- 처리 이유: Phase 1 정규화 — 옛 템플릿/누락 필드 보강.
⚠️ 모순 및 업데이트 (Contradictions & Updates)
- 과거 데이터와의 충돌: 없음
- 정책 변화: 없음
🔗 지식 연결 (Graph)
- Parent: 10_Wiki/Topics
- Related: (TODO: 최소 2개)
- Opposite / Trade-off: (TODO)
- Raw Source: 직접 입력
🕓 변경 이력 (Changelog)
| 날짜 | 변경 내용 | 처리 방식 | 신뢰도 |
|---|---|---|---|
| 2026-05-08 | P-Reinforce Phase 1 정규화 (frontmatter + 헤더 표준화) | UPDATE | A |
💻 코드 패턴 (Code Patterns)
패턴 1: (TODO: 이 프로젝트 컨벤션 반영한 구조 스켈레톤)
# TODO
🤔 의사결정 기준 (Decision Criteria)
선택 A를 써야 할 때:
- (TODO)
선택 B를 써야 할 때:
- (TODO)
기본값:
(TODO)
❌ 안티패턴 (Anti-Patterns)
- [안티패턴]: (TODO: 무엇을 하면 안 되는가 + 이유 + 대신 무엇을)