Gameplay Mechanics - dragonbytelabs/donegeon GitHub Wiki
🧭 Gameplay Mechanics
🪄 Cards
- Each task = card.
- Cards have states:
pending,in-progress,done. - Cards can merge (e.g., Subtasks).
⚖️ Stats
- XP → Level up player.
- Gold → Unlock upgrades.
- Energy → Limits daily actions.
⏱️ Time System
- Real-world time drives the in-game day cycle.
- Tasks scheduled in real time sync with animations in the world.
🛠️ Crafting Tasks
Players can combine:
- “Research Topic” + “Write Notes” = “Publish Blog”.
- “Workout” + “Healthy Meal” = “Fitness Buff” (achievement).
🏰 Castle Upgrades
Castle tiers reflect your productivity streak:
| Streak Days | Castle Tier | Visual |
|---|---|---|
| 3 | Wooden Fence | Basic |
| 7 | Stone Walls | Intermediate |
| 30 | Tower | Advanced |
| 90 | Fortress | Legendary |
🔲 Main Systems
System Description
World / Play Area (Donegeon) The grid or canvas area where cards exist. It’s persistent and updates over time. Cards Engine Handles stacking, merging, and crafting recipes (like Stacklands). Resource System Generates raw resources (Energy, Focus, Gold, XP). Task System Represents real-world to-dos or habits that can spawn resources or new cards. Recipe System Defines what combinations of cards create new cards. Booster Packs Purchased with gold, containing random cards (tasks, tools, resources). Progression / Leveling Unlocks new card types, decks, or castle upgrades.