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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-modular-weapon-evolution-and-ski | Modular Weapon Evolution and Skill Trees | 10_Wiki/Topics | verified | self |
|
none | A | 0.85 | applied |
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2026-05-10 | pending |
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Modular Weapon Evolution and Skill Trees
매 한 줄
"매 weapon = base + slots; 매 build = path through tree". Borderlands / Path of Exile / Diablo IV 의 ARPG progression DNA. 2026 modern: data-driven mod system + procedural affix + branching tree 의 build diversity 의 driver.
매 핵심
매 component
- Base weapon: archetype (sword, bow, SMG) + base stats.
- Mod slot: socket (scope, mag, barrel) — typed, capacity-limited.
- Affix: procedural roll (+15% crit, leech, elemental).
- Skill node: tree position — passive bonus or active skill.
매 design axis
- Power: mod 의 raw stat boost.
- Identity: mod 의 playstyle change (full-auto → burst).
- Trade-off: pro/con — high damage / low fire rate.
- Synergy: 매 mod combo 의 emergent build.
매 응용
- Looter shooter: random affix + slot mod.
- ARPG: deep tree (200+ nodes) + gem socket.
- Roguelike: per-run modular evolution.
💻 패턴
Weapon ScriptableObject (Unity)
[CreateAssetMenu(menuName = "Weapons/Base")]
public class WeaponBase : ScriptableObject
{
public string id;
public WeaponArchetype archetype;
public float baseDamage;
public float baseFireRate;
public List<ModSlot> slots; // Scope, Magazine, Barrel
}
public enum ModSlot { Scope, Magazine, Barrel, Stock, Underbarrel }
Mod definition
[CreateAssetMenu(menuName = "Weapons/Mod")]
public class WeaponMod : ScriptableObject
{
public string id;
public ModSlot slot;
public List<StatModifier> modifiers;
public List<TagAdd> tagsAdded; // "burst-fire", "ignite"
}
[Serializable]
public struct StatModifier
{
public StatType stat; // Damage, FireRate, Recoil
public OpType op; // Add, Mul, Override
public float value;
}
Composed weapon instance
public class WeaponInstance
{
public WeaponBase Base { get; }
public Dictionary<ModSlot, WeaponMod> Mods { get; } = new();
public List<Affix> Affixes { get; } = new(); // procedural rolls
public float Damage => ComputeStat(StatType.Damage);
float ComputeStat(StatType s)
{
float v = Base.GetBase(s);
var add = Mods.Values.SelectMany(m => m.modifiers)
.Concat(Affixes.SelectMany(a => a.modifiers))
.Where(m => m.stat == s);
foreach (var m in add.Where(m => m.op == OpType.Add)) v += m.value;
foreach (var m in add.Where(m => m.op == OpType.Mul)) v *= 1 + m.value;
return v;
}
}
Procedural affix roll
public static Affix RollAffix(int itemLevel, AffixPool pool)
{
var weighted = pool.entries.Where(e => e.minLevel <= itemLevel);
var pick = WeightedPick(weighted, e => e.weight);
float val = Mathf.Lerp(pick.minRoll, pick.maxRoll, Random.value);
return new Affix { stat = pick.stat, op = pick.op, value = val };
}
Skill node graph
public class SkillNode
{
public string id;
public Vector2 position;
public List<string> prerequisites;
public List<StatModifier> passiveBonus;
public ActiveSkill activeSkill; // null for passive nodes
public int cost = 1;
}
public class SkillTree
{
public Dictionary<string, SkillNode> nodes;
public HashSet<string> allocated = new();
public bool Allocate(string id, ref int points)
{
var n = nodes[id];
if (points < n.cost) return false;
if (!n.prerequisites.All(allocated.Contains)) return false;
allocated.Add(id);
points -= n.cost;
return true;
}
}
Synergy detection
public static List<string> DetectSynergies(WeaponInstance w, SkillTree t)
{
var tags = w.AllTags().Concat(t.AllocatedTags()).ToHashSet();
return SynergyDb.All
.Where(s => s.requiredTags.All(tags.Contains))
.Select(s => s.name)
.ToList();
}
Respec system
public void Respec(SkillTree t, ref int points)
{
points += t.allocated.Sum(id => t.nodes[id].cost);
t.allocated.Clear();
}
Build serialization (share builds)
public string Encode(SkillTree t) =>
Convert.ToBase64String(Encoding.UTF8.GetBytes(string.Join(",", t.allocated)));
매 결정 기준
| 상황 | Approach |
|---|---|
| Casual shooter | 3-5 slot mods, no affixes |
| Looter | Slots + procedural affixes (3-6) |
| Deep ARPG | Slots + affixes + 100+ skill tree |
| Roguelike | Drafted upgrades, run-scoped |
기본값: ScriptableObject base + slot mods + 3-tier affix + 50-node tree.
🔗 Graph
- 응용: Build-Diversity
- Adjacent: ECS
🤖 LLM 활용
언제: 매 affix table 의 generate, synergy combo 의 enumerate, balance simulation script. 언제 X: 매 power-fantasy feel, animation game-feel — designer/playtest judgment.
❌ 안티패턴
- Power creep: 매 new mod 의 strict upgrade. Old mods 의 dead.
- Illusion of choice: 100 tree nodes, 1 optimal path. Build diversity = 0.
- Reroll fatigue: 매 affix 의 100 reroll 의 required = grind, not gameplay.
- No respec: 매 mistake = restart character. 매 modern player 의 quit.
🧪 검증 / 중복
- Verified (Path of Exile dev manifestos, Borderlands 3 GDC talks, Last Epoch design notes 2025).
- 신뢰도 B+ (game-design subjective, but established patterns).
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — modular weapon + skill tree systems with Unity patterns |