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# 🛰️ Skybound Protocol: Strategic Knowledge Mesh (MOC)
Skybound 프로젝트의 모든 시스템은 유기적으로 연결되어 있습니다. 아래의 **핵심 키워드 클러스터**를 통해 시스템 간의 연관 관계를 파악하십시오.
---
## 🏷️ Keyword Cluster: #Core_[[Logic|Logic]] (엔진 및 인프라)
프로젝트의 뼈대와 런타임 제어 메커니즘입니다.
- **Master Plan**: Modular Architecture
- **Data Flow**: Stat Injection & Renderer Pipeline
- **Engine Loop**: Runtime Pipeline
- **Implementation**: V10.5 Implementation Report
- **Fix Log**: 01_Core_Engine/Combat_system_Reference_Error_Re[[Solution|CombatSystem ReferenceError Resolution]]
- **Campaign**: Campaign & Dual-Loop Architecture
- **Governance**: Git & Knowledge Sync Protocol
- **Visual Pattern**: Visual Feedback Signal Pattern
- **[[State|State]] Control**: 01_Core_Engine/State-Machine-and-Phase-Transition-[[Events|Events]]
- **Recent [[Reports|Reports]]**:
- V13.1 Engine Stabilization & Tactical Boundary
- Post-Mortem: Loot & Progression Rebalance
- 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|Physics]]**: 02_Combat_AI/[[Combat-System-and-Bullet-Interaction-Pipeline|Combat-System-and-Bullet-Interaction-Pipeline]]
- **Design**: Boss Battle Design System
- **Timeline**: Boss Encounter & Timeline Design
- **Rhythm**: Staggered Firing & Offset
- **Implementation**: 10_Wiki/Technical_Reports/2026-04-22_Boss_Battle_System_Implementation
## 🏷️ Keyword Cluster: #[[Dopamine|Dopamine]]_UX (피드백 및 텐션)
유저가 느끼는 '재미'의 수치화 및 연출 기법입니다.
- **Feedback**: Dopamine Feedback Engine
- **Upgrade**: V10.0 UX & Gameplay Upgrade
- **Visuals**: Dynamic Color & Renderer Signal
- **Tension**: World Tension Scaling
## 🏷️ Keyword Cluster: #Growth_Loop (성장 및 자원)
루프물로서의 지속 가능성을 담보하는 시스템입니다.
- **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**: V12.1 Engine InteGrity Audit
- **[[Optimization|Optimization]]**: 05_Project_Issues/[[2026-04-22_Engine_Logic_Optimization_Report|2026-04-22_Engine_Logic_Optimization_Report]]
- **Boss Fix**: Boss Combat Stability Fix
- **Post-Mortem**: Post-Mortem: Loot & Progression Fix
- **Report**: 2026-04-21 Stability & Optimization
- **Performance**: Performance Tuning
---
**Root Policy**: [[Ps-Reinforce|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)
- 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
- 2026-04-21-Engine-Stability-and-Optimization
- 2026-04-21-Implementation-and-Architecture-Report
- 2026-04-21-Project-Report-V11.5-Combat-and-UI-Recovery
- 2026-04-21-UX-Dopamine-Feedback-Upgrade
- 2026-04-22_Engine_Logic_Optimization_Report
- 2026-04-22_Engine_Stability_Audit
- 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