12 KiB
12 KiB
🛰️ 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