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Author SHA1 Message Date
dal4segno 5e95e08cbb feat: refine enemy engagements and reduce tower damage 2026-09-02 11:10:53 +09:00
dal4segno 7c05a3db89 Migrate rendering to URP 2026-09-01 17:08:52 +09:00
dal4segno 3e75357a33 feat: deepen prototype combat and building systems 2026-09-01 13:04:59 +09:00
dal4segno 0c8cfaf454 Unity 6.5 게임플레이 프로토타입 재구축 2026-09-01 11:08:56 +09:00
dal4segno b95c5bdb13 기존 시스템 재사용 프로토타입 보존 2026-09-01 08:56:15 +09:00
dal4segno 2f6e80fd57 Unity 6.5 업그레이드와 신규 프로토타입 기반 구축 2026-08-31 20:31:37 +09:00
dal4segno 7fc457a384 적 공격 애니메이션 타이밍 조정 및 무기 장착
기타 누락되었던 프리팹 수정 사항 모두 반영
2026-02-27 19:07:27 +09:00
dal4segno 8093cca251 전장의 안개가 비활성화 되어 있을 때 적이 보이지 않는 문제 수정 2026-02-27 14:34:29 +09:00
dal4segno c34b9df4f7 팀 체력 UI 2026-02-27 14:19:07 +09:00
BoyongHwang 3aa43bfd20 Merge branch 'main' of http://59.18.227.134:30008/dal4segno/Northbound 2026-02-26 03:18:35 +09:00
BoyongHwang 5284ffc153 팀 정보 HUD 추가
- GameMain > UI > Canvas > TeamCardsRoot > Slot_1 ~ 4
- TeamCard_Large, Small prefab 추가
- https://www.notion.so/HUD-31294d45b1a38099bdcbc63cf9e5279e?source=copy_link
2026-02-26 03:18:28 +09:00
dal4segno 20167a8a52 입력 못받는 버그 추가 수정 및 입력 로직 강제 복구 로직 추가 2026-02-26 01:37:25 +09:00
dal4segno 9951aa98b2 입력 시스템 개선
각자의 입력 처리 로직을 갖지 않고 NetworkPlayerController로부터 받아서 쓰도록 함
2026-02-26 01:20:23 +09:00
dal4segno 600f35ae8f 기본 배치 건물이 시야를 제공하도록 변경 2026-02-26 00:37:38 +09:00
dal4segno a4eae438de 클라이언트에서 캠프 처치 없이도 ResourcePickup이 보이는 문제 수정 2026-02-25 23:52:13 +09:00
dal4segno 72fe5e5b04 Merge branch 'main' of http://192.168.10.102:30008/dal4segno/Northbound 2026-02-25 23:35:25 +09:00
dal4segno 93d326e692 클라이언트에서 밝혀지지 않은 곳의 적이 보이는 문제 수정 2026-02-25 23:35:18 +09:00
BoyongHwang 863e98a53f Merge branch 'main' of http://59.18.227.134:30008/dal4segno/Northbound 2026-02-25 23:28:14 +09:00
BoyongHwang a979013b73 260225 플레이 테스트 이후 밸런스 수정
- 타워 비용 증가
- 유닛 속도 감소
- 플레이어 캐퍼시티 감소
2026-02-25 23:28:03 +09:00
dal4segno 9c6a9910cb 클라이언트에서 건설모드를 진입할 수 없는 문제 수정 2026-02-25 22:23:59 +09:00
dal4segno b3a9823f49 어그로 시스템 관련 오류 수정
순회 중 순회 대상을 수정해서 발생한 문제
순회와 수정을 분리함
2026-02-25 22:14:33 +09:00
dal4segno 0a2119a548 팀원들 모두가 시야를 공유하도록 함 2026-02-25 21:45:06 +09:00
dal4segno 23429ec096 클라이언트의 이동속도가 2배인 문제 수정
로컬 컨트롤러를 제거하고 네트워크 컨트롤러만 남겨둠
2026-02-25 21:40:50 +09:00
dal4segno 2f7eac05ce 클라이언트에게 시야 정보가 공유되지 않는 문제 수정 2026-02-25 21:26:11 +09:00
dal4segno 9a010524f2 Merge branch 'main' of http://192.168.10.102:30008/dal4segno/Northbound 2026-02-25 21:13:14 +09:00
dal4segno 34ab12a093 추격 포기로 인한 복귀 시, 복귀하는 동안 무적 상태 + 체력 전체 회복 2026-02-25 21:13:06 +09:00
BoyongHwang 1c77c5d9cd 크립 사거리 스펙 수정
- 일반 사거리 1
- 원거리 사거리 4
2026-02-25 21:11:04 +09:00
dal4segno d066290607 플레이어 체력 자연 회복 기능 추가
전투 상태 감지 기능
player stat으로 관리 가능
2026-02-25 21:09:19 +09:00
dal4segno a27a59d176 적 AI에 어그로 시스템 추가 2026-02-25 21:00:51 +09:00
dal4segno 6ecf799d18 크립 캠프 내 모든 크립이 한번에 플레이어를 인식하도록 변경 2026-02-25 20:50:34 +09:00
dal4segno e93ef2111c Merge branch 'main' of http://192.168.10.102:30008/dal4segno/Northbound 2026-02-25 18:56:30 +09:00
dal4segno 3d2a9071bc 건물 업그레이드 기능 2026-02-25 18:56:26 +09:00
BoyongHwang a99a7c192d Merge branch 'main' of http://59.18.227.134:30008/dal4segno/Northbound 2026-02-25 17:43:38 +09:00
BoyongHwang d79f6c6218 크립 스펙 수정 및 크립 2 추가 2026-02-25 17:43:25 +09:00
dal4segno 0828bb214f enemy의 이동 가속을 높이고, 공격 대상의 표면으로부터 거리 검사를 하도록 함
미끄러지는 현상 감소
코어 앞에서 코어를 못 찾는 문제 수정
2026-02-25 17:26:03 +09:00
dal4segno 84f4020d47 enemy AI의 공격도 애니메이션 이벤트로 타이밍을 제어하도록 함 2026-02-25 17:00:31 +09:00
dal4segno 979f2402c7 타워 이외의 건물을 건설할 수 없는 문제 수정
Lv1만 보이게 하면서, 보이는 index와 실제 index가 달라져서 발생
2026-02-25 16:38:31 +09:00
dal4segno 9fd45ec5e9 사망 시 사망 UI 출력 2026-02-25 16:18:57 +09:00
BoyongHwang 8fd6ab652b large용 애니메이션컨트롤러 override 추가
- 테스트중
2026-02-25 16:05:34 +09:00
BoyongHwang 8ff1ba1a22 크립 체력 20=>100 수정 2026-02-25 16:05:13 +09:00
dal4segno 0d06c6a2d3 클로드 관련 데이터가 git에 포함되지 않도록 함 2026-02-25 15:34:56 +09:00
dal4segno 9b40721b84 멀티플레이에서 플레이어가 공격 시, 데미지가 플레이어 수만큼 곱해지는 문제 수정 2026-02-25 15:34:02 +09:00
dal4segno 75d2ef8dd0 사망 시 체력바가 사라지지 않는 문제 수정 2026-02-25 15:30:57 +09:00
dal4segno 4804e78951 사망 시 이동, 액션, 인터랙션 금지 2026-02-25 15:29:21 +09:00
dal4segno 17b3cf6746 체력바 추가
플레이어는 상시 표시, 나머지는 체력 변경 시 표시
2026-02-25 15:15:29 +09:00
dal4segno f3923079a4 건설 모드에서 클릭이 잘 작동하지 않는 문제 수정
건설 모드 UI가 클릭되어 건설되지 않는 문제 수정
JMO Asset 위치 조정
Tower, Monster, Creep의 Hit/Destroy FX Prefab 설정 (Template Level)
Tower에 체력바 추가 (최초 건설 시, 체력 변경 시 등장)
Tower 관련 디버깅 로그 정리
건설 토대의 사이즈가 비정상적인 문제 수정
2026-02-25 01:41:58 +09:00
BoyongHwang 3dabf9f9a4 이펙트 라이트 링 제거
- Point Light OFF 처리
2026-02-24 16:59:54 +09:00
BoyongHwang e4865c725a Hit/Death JMO Asset 적용 2026-02-24 16:48:36 +09:00
BoyongHwang c75e2c7f3c JMO Asset 추가 2026-02-24 16:36:39 +09:00
dal4segno 98d071480c 적과 타워가 서로 공격하지 않는 문제 수정 2026-02-24 16:08:35 +09:00
BoyongHwang 907e2e24c8 웨이브 난이도 곡선 수정
- InitialCost: 4=>5
- costIncreaseRate: 10=>12%
2026-02-24 15:05:01 +09:00
BoyongHwang 0db8bbf9a7 타워/크립 밸런스 수정
- 체력, 데미지, 시야, 사정거리 수정
- 크립 체력, 데미지 하향 조정
2026-02-24 15:04:22 +09:00
BoyongHwang 194bde37ec 업그레이드 팝업 폴리싱
- 레이아웃 수정 및 아이콘 추가
2026-02-23 20:35:16 +09:00
BoyongHwang 363bdcf992 한글 ㅁㅁ 현상 수정
- SDF 아틀라스 다시 생성 (Custom Range : 32-126,44032-55203,12593-12643,9200-9900)
2026-02-23 18:06:05 +09:00
BoyongHwang 96d901a869 UpgradeListItem Pretendard SDF 적용
- 누락
2026-02-23 17:34:02 +09:00
BoyongHwang 8f55cb212a Merge branch 'main' of http://59.18.227.134:30008/dal4segno/Northbound 2026-02-23 17:31:21 +09:00
BoyongHwang 51b0be2ee3 업그레이드 UI 1열종대 수정
- 박스 범위 수정
- 스크롤바 추가
2026-02-23 17:31:15 +09:00
dal4segno 9e2a950281 업그레이드를 위한 클릭 시, 공격이 나가지 않도록 함 2026-02-23 17:04:20 +09:00
dal4segno e841438997 대장간을 이용한 업그레이드 기능 추가 2026-02-23 16:55:32 +09:00
BoyongHwang 840ddc1c2c 사망 시 리스폰 안내 팝업 UI 추가
- 리소스, 프리팹, UI 전용 스크립트(RespawnCountdownUI.cs) 추가
2026-02-23 16:19:50 +09:00
BoyongHwang 84d4eee6a1 업그레이드 팝업 폰트 수정
- Pretendard로 수정
2026-02-23 16:01:27 +09:00
BoyongHwang 78f063988b Merge branch 'main' of http://59.18.227.134:30008/dal4segno/Northbound 2026-02-23 11:58:51 +09:00
BoyongHwang ea6098b723 업그레이드 팝업 수정
- 게임씬에서 제거
- 레이아웃 수정
2026-02-23 11:58:31 +09:00
dal4segno 38a6fe104c Merge branch 'main' of http://192.168.10.102:30008/dal4segno/Northbound 2026-02-23 00:22:03 +09:00
dal4segno cc475bce3e 업그레이드 데이터 입력 로직 및 기능 추가
캐릭터 스탯을 PlayerStats 컴포넌트에서 모아서 관리하도록 변경
코드에서도 마찬가지
2026-02-23 00:21:44 +09:00
BoyongHwang ac1d265291 업그레이드 팝업 2차 수정
- 팝업 전체적인 정렬 수정
2026-02-22 22:26:35 +09:00
BoyongHwang 3ea5925d78 업그레이드 팝업 1차 수정
- /UI/Upgrade 폴더 생성
- 업그레이드 리스트 팝업 프리팹 추가(팝업/리스트아이템/효과)
2026-02-22 17:59:10 +09:00
BoyongHwang b34254137f 업그레이드 팝업 UI 더미 프리팹 추가
- 임시로 구조만 잡은 프리팹
- UpgradeListPopup : 리스트 팝업
ㄴ UpgradeListItem : 리스트 Content 한 줄
ㄴㄴ EffectRow : 효과 내용
ㄴㄴ ReqChip : 요구 조건 내용
2026-02-22 16:33:35 +09:00
BoyongHwang ec1ff83814 Upgrade 테이블 upgradeShop 컬럼 제거
- Blacksmith로 통일
2026-02-22 15:56:23 +09:00
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{
"permissions": {
"allow": [
"Bash(tree:*)"
]
}
}
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[Bb]uilds/
[Ll]ogs/
[Uu]ser[Ss]ettings/
.legacy-local/
.vs
.vs/*
.vscode
Assets/_Recovery
Assets/_Recovery.meta
GameData/Backups
.claude/settings.local.json
AGENTS.md
CLAUDE.md
.claude
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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}
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# Northbound Project Guidance
이 파일은 Northbound 프로젝트에서 작업하는 모든 세션이 공유해야 하는 현재 디자인 기준이다. 새로운 기획이나 구현이 아래 방향과 충돌하면 조용히 가정하지 말고 충돌 지점과 대안을 먼저 설명한다. 이후 사용자가 방향을 변경하면 이 문서도 함께 갱신한다.
## Unity Verification Workflow
- Unity 검증을 위해 프로젝트를 임시 폴더나 복제 프로젝트로 복사하지 않는다.
- 현재 프로젝트가 Unity에서 열려 있어 배치 모드 검증을 실행할 수 없으면 우회 검증을 만들지 않는다.
- 검증에 사용자의 확인이나 Unity 창 조작이 필요하면 사용자에게 직접 요청한다.
## Gameplay Data Architecture
- 비용, 시간, 체력, 공격 수치, 행동 정책처럼 여러 개체가 공유하거나 반복 사용하는 설정은 씬 인스턴스와 행동 코드에 중복 저장하지 않는다.
- 공유 설정은 목적에 맞는 재사용 가능한 정의 타입과 ScriptableObject 자산으로 관리하고, 씬 개체는 해당 정의를 참조한다.
- 정적 정의 데이터와 런타임 상태를 분리한다. 예를 들어 건설 비용·전체 시간·완성 프리팹은 정의에, 현재 진행도·비용 지불 여부·일시 정지 상태는 건설 지점 인스턴스에 둔다.
- 개체별 로직은 공통 정의를 소비하되 정의 자체에 특정 씬 개체나 단일 사용처의 상태를 넣지 않는다.
- 프로토타입 기본 도형 표현은 정의의 선택적 폴백으로만 허용하고, 완성·미리보기 프리팹을 연결할 수 있는 구조를 유지한다.
- 새로운 개체 종류를 추가할 때 기존 코드에 수치 분기를 늘리기보다 새 정의 자산을 추가하는 방향을 우선한다.
- 건물의 기준 정보는 `BuildingDefinition`이 소유한다. 건물 ID, 이름, 설명, 최대 체력, 완성·건설 미리보기 프리팹과 프로토타입 표현은 이 정의에 둔다.
- `TowerDefinition`과 `ConstructionDefinition`은 건물 번호나 이름을 복사하지 않고 대상 `BuildingDefinition` SO를 직접 참조한다.
- 타워 기능과 건설 규칙이 함께 사용되는 지점에서는 두 정의가 동일한 `BuildingDefinition`을 참조하는지 검증한다.
- 건물 ID는 저장·네트워크 식별용 영구 번호이며 배열 순서로 사용하거나 한 번 사용한 번호를 다른 건물에 재사용하지 않는다.
- 플레이어의 최대 체력, 이동·상호작용 수치, 일반·특수 공격 수치와 행동 정책은 `PlayerDefinition` SO가 소유하며 플레이어 컨트롤러와 전투 컴포넌트가 이를 직접 참조한다.
- 적의 플레이어 감지 범위, 반격 기회 없는 추격 시간·거리 한도와 재감지 조건은 공용 `EnemyPursuitDefinition` SO로 관리한다.
## Gameplay Data Architecture
- 비용, 시간, 체력, 공격 수치, 행동 정책처럼 여러 개체가 공유하거나 반복 사용하는 설정은 씬 인스턴스와 행동 코드에 중복 저장하지 않는다.
- 공유 설정은 목적에 맞는 재사용 가능한 정의 타입과 ScriptableObject 자산으로 관리하고, 씬 개체는 해당 정의를 참조한다.
- 정적 정의 데이터와 런타임 상태를 분리한다. 예를 들어 건설 비용·전체 시간·완성 프리팹은 정의에, 현재 진행도·비용 지불 여부·일시 정지 상태는 건설 지점 인스턴스에 둔다.
- 개체별 로직은 공통 정의를 소비하되 정의 자체에 특정 씬 개체나 단일 사용처의 상태를 넣지 않는다.
- 프로토타입 기본 도형 표현은 정의의 선택적 폴백으로만 허용하고, 완성·미리보기 프리팹을 연결할 수 있는 구조를 유지한다.
- 새로운 개체 종류를 추가할 때 기존 코드에 수치 분기를 늘리기보다 새 정의 자산을 추가하는 방향을 우선한다.
## Core Identity
Northbound는 플레이어들이 주력 전투원이 되어 북쪽으로 탐험하고, 크리스탈 거점을 연결해 작전 영역을 확장하며, 정기적으로 남하하는 적에 대응하는 4인 협동 액션 전략 게임이다.
전통적인 타워 디펜스처럼 건물이 전투를 대신하는 게임이 아니다. 핵심 재미는 제한된 인원·시간·마나를 방어, 탐험, 성장, 거점 확보, 포탈 공격 중 어디에 사용할지 계속 판단하는 데 있다.
핵심 질문은 다음과 같다.
> 지금 방어에 남을 것인가, 미래의 성장을 위해 더 북쪽으로 갈 것인가?
## Map and Camera
- 북진하는 세로형 맵 구성을 유지한다.
- 남쪽에는 본진, 북쪽에는 포탈과 최종 목표가 있다.
- 플레이어는 남쪽에서 북쪽으로 확장하고 적은 북쪽에서 남쪽으로 침공한다.
- 필드의 가로 영역 전체가 항상 한 화면에 들어오는 것이 핵심이다.
- 카메라는 주로 세로축으로 이동하며, 플레이어를 화면 아래쪽에 두어 전방을 더 많이 보여준다.
- 시작 지점에서는 남쪽 본진 코어 전체가 보이도록 전방 오프셋을 줄이고, 북진하면서 일반 전방 오프셋으로 부드럽게 전환한다.
- 가로 방향의 위협은 숨기기보다 모두 보여주고, 플레이어가 동시에 모든 위치에 대응할 수 없게 만든다.
- 긴 맵은 빈 이동 공간이 아니라 본진, 첫 확장, 분기, 위험 자원, 포탈 전초, 포탈, 최종 코어 같은 의미 있는 세로 구간으로 나눈다.
- 일반적인 16:9 활용을 이유로 가로 진행형 맵으로 변경하지 않는다.
- 적은 본진, 크리스탈 거점, 포탈, 타워 같은 건물을 관통하지 않는다. 건물 공격은 중심점이 아니라 충돌 표면을 기준으로 사거리와 정지 위치를 계산한다.
- 적이 플레이어를 공격할 수 있는 거리에서는 집착도 감소를 멈추고, 실제 공격 시도 시 추격 시간·거리 여유를 회복한다. 반격 기회 없이 추격하는 동안만 집착도가 줄며, 한도를 소진하면 건물 목표로 복귀한다. 플레이어나 타워가 적을 때리는 것만으로는 집착도가 회복되지 않는다. 어그로 이탈 후에는 플레이어와 충분히 떨어진 뒤에만 다시 감지하며, 건물을 지키려면 플레이어가 반격 위험을 감수하며 교전을 유지해야 한다.
- 웨이브 적의 기본 진군은 남쪽 방향을 유지하며, 진행 방향에 있는 아군 건물을 북쪽부터 차례로 파괴한 뒤 다음 남쪽 건물로 이동한다. 코어만 직행하거나 타워를 무시하지 않는다.
- 건물을 이동 목표로 선정하는 것과 교전을 고정하는 것은 구분한다. 건물에 첫 공격을 시작하기 전에는 플레이어가 어그로를 선점할 수 있다. 첫 건물 공격 이후에는 플레이어의 접근·공격이나 신규 건설로 목표를 바꾸지 않으며, 해당 건물이 파괴되거나 공격 불가능해진 뒤에만 목표와 플레이어 감지 제한을 다시 초기화한다. 목표 전환으로 공격 주기를 초기화하지 않는다.
- 적은 본진, 크리스탈 거점, 포탈, 타워 같은 건물을 관통하지 않는다. 건물 공격은 중심점이 아니라 충돌 표면을 기준으로 사거리와 정지 위치를 계산한다.
## Player and Tower Roles
플레이어가 주력 전투원이다.
- 정예 및 보스 처치
- 위험 지역 탐험
- 크리스탈 거점 확보
- 특수 위협 해결
- 무너지는 전선 긴급 지원
타워는 플레이어보다 약하며 다음 역할을 맡는다.
- 플레이어가 도착할 때까지 적 지연
- 약한 적 일부 처리
- 시야, 경보, 둔화 제공
- 비어 있는 지역을 잠시 유지
본진과 확보된 크리스탈 거점은 약한 기본 공격 기능을 가진다. 이 기본 방어는 소수의 약한 적을 처리하거나 적을 지연시키는 최소 안전망이며, 집중 웨이브나 정예 위협을 플레이어 없이 해결할 정도로 강하지 않다. 별도의 방어 슬롯과 거점 역할은 이 기본 기능 위에 추가된다.
핵심 원칙:
> 플레이어가 전투에서 승리하고, 타워는 플레이어의 시간과 관심을 대신한다.
플레이어의 기본 전투 스펙은 거점 지원과 준비가 의미 없게 될 정도로 높이지 않는다. 준비 없이도 위협을 직접 해결할 수는 있지만 체력, 마나, 시간 또는 후방 피해 중 하나를 크게 지불해야 한다.
타워만으로 전체 웨이브를 안정적으로 해결하는 전략은 게임 방향과 맞지 않는다.
## Combat Controls
전투 입력은 단순하게 유지하고 실시간 판단을 강조한다.
- 좌클릭: 자원 소모 없는 일반 공격
- 우클릭: 마나 또는 재사용 대기시간을 사용하는 특수 공격
- 이동: 거리 조절, 공격 범위 이탈, 전선 선택
- 별도의 회피, 방어, 패리, 복잡한 콤보 입력은 우선 사용하지 않는다.
- 플레이어, 적, 타워, 본진과 크리스탈 거점의 모든 공격은 공격 주체와 목표 또는 실제 판정 범위를 즉시 알아볼 수 있는 시각 피드백을 제공한다.
- 체력을 가진 모든 개체는 화면에서 현재 체력과 최대 체력을 확인할 수 있는 월드 체력바를 제공한다.
플레이어 이동 속도는 일반 적보다 빠르되, 적을 장시간 안전하게 몰고 다니며 타워나 거점 공격만으로 처리할 수 있을 정도로 높이지 않는다. 초기 프로토타입 기준 이동 속도는 초당 5m로 둔다.
이동을 제외한 플레이어의 모든 행위는 공통 행동 시스템을 사용한다. 각 행동은 이름, 지속시간, `행동 중 이동 가능`, `취소 가능` 여부를 가지며 현재 행동의 설정에 따라 이동과 취소 입력을 허용하거나 차단한다. 한 번에 하나의 행동만 활성화하며 조준 방향 전환은 이동과 별개로 허용한다. 취소 가능한 상호작용의 결과와 비용은 행동 완료 시 적용하여 중도 취소 시 결과가 남지 않게 한다.
건설은 예외적으로 지속되는 월드 과정이다. 최초 착공 시 비용을 지불하고, 플레이어가 건설 행동을 취소하면 부분 건설물과 진행도가 현장에 남는다. 다시 상호작용하면 남은 진행도부터 이어서 건설하며 비용을 다시 지불하지 않는다.
건설은 예외적으로 지속되는 월드 과정이다. 최초 착공 시 비용을 지불하고, 플레이어가 건설 행동을 취소하면 부분 건설물과 진행도가 현장에 남는다. 다시 상호작용하면 남은 진행도부터 이어서 건설하며 비용을 다시 지불하지 않는다.
전투의 깊이는 조작 난도보다 위치, 공격 대상의 우선순위, 특수 공격 사용 시점, 후방 방어와 북진 사이의 판단에서 만든다. 적 공격은 이동만으로 피할 수 있도록 충분히 예고하며 공격 속도 강화로 반응 속도를 과도하게 요구하지 않는다.
## Economy
- 일꾼 유닛과 반복적인 수동 채취는 사용하지 않는 방향을 우선한다.
- 본진 크리스탈 거점은 처음부터 자동으로 작동하며 낮지만 안정적인 기본 마나 수입을 제공한다.
- 시작 자원은 중요한 투자 하나를 선택할 수 있는 정도로 제공한다.
- 기본 경제만으로 최소한의 생존은 가능하지만 빠른 성장을 위해서는 외부 크리스탈 확보가 필요하다.
- 외부 크리스탈은 주변 적을 제거하고 채취 거점을 설치하면 자동으로 공용 마나를 생산한다.
- 추가 인컴 건물을 반복해서 쌓는 구조는 피한다.
- 경제 성장은 새로운 크리스탈 확보와 기존 채취 효율 강화로 제한하는 방향을 우선한다.
## Crystal Outposts and Mana Fields
크리스탈 채취 건물은 단순한 경제 시설이 아니라 팀의 영토와 작전권을 표시하는 전진 거점이다.
기본 기능:
- 마나 자동 생산
- 주변 시야와 공격 경보
- 마나장 생성
- 주변 작전 기능 활성화
- 팀 소유 영역 표시
마나장은 프로토스 파일론처럼 영향력을 제공하지만 자유로운 타워·인컴 건물 도배를 허용하는 공간이 아니다.
권장 제한:
- 크리스탈 하나당 거점 하나
- 거점마다 전략 역할 하나 선택
- 제한된 방어 슬롯 1~2개
- 별도의 추가 인컴 건물 없음
- 자유 배치 장치는 임시적이거나 플레이어 조작을 요구
- 영역 중첩에 생산·화력 보너스를 주지 않음
마나장 강화는 빈 건설 면적을 늘리는 것보다 거점의 작전·지원 범위를 확대해야 한다.
## Outpost Roles
장기적으로 고려하는 역할은 다음과 같다.
- 방어: 보호막, 둔화, 약탈자 지연
- 정찰: 시야 확대, 잠입자·균열 조기 탐지, 웨이브 정보
- 지원: 회복, 정화, 수리, 제한적인 부활
- 공격 지원: 정예·보스 및 포탈 원정 지원
거점은 위협을 자동으로 제거하지 않는다. 적절한 거점은 플레이어가 직접 대응하는 데 드는 시간, 이동, 위험을 줄인다.
## Portal Network
세로형 맵에는 고정된 포탈 부지가 남북 순서로 배치된다. 적 포탈을 파괴한 뒤 같은 부지에 아군 포탈을 건설해 이동 연결망을 북쪽으로 확장한다.
- 포탈 상태는 적 포탈, 폐허, 아군 포탈로 단순화한다.
- 점거, 해킹, 불안정 같은 중간 상태는 사용하지 않는다.
- 아군 포탈이 파괴되면 폐허가 되어 사용할 수 없으며 같은 자리에서 재건할 수 있다.
- 포탈은 맵에 정해진 바로 북쪽·남쪽 인접 포탈하고만 연결된다.
- 플레이어가 포탈을 통과하는 방향에 따라 북쪽 또는 남쪽 인접 포탈로 이동한다.
- 중간 포탈이 파괴되어도 그 너머의 포탈로 연결을 건너뛰지 않는다. 예를 들어 1-2-3 중 2가 파괴되면 1과 3은 연결되지 않는다.
- 포탈망이 끊겨도 모든 지역은 걸어서 오갈 수 있어야 한다.
활성 적 포탈 수는 웨이브 단계와 별개의 `포탈 공명`으로 적의 전투 스펙을 강화한다.
- 웨이브 단계는 적의 수, 구성, 출현 위치를 결정한다.
- 포탈 공명은 적의 체력, 공격력, 제한적인 경직 저항을 강화한다.
- 이동 속도와 공격 속도는 공명으로 강화하지 않는다.
- 포탈 수에 따른 보정은 합연산이며 상한을 둔다.
- 웨이브 시작 시 활성 적 포탈 수를 기록해 해당 웨이브에 적용한다.
- 포탈 수비대와 포탈 본체는 공명 보정을 받지 않아 뒤처진 팀도 회복할 기회를 갖는다.
적 포탈 하나는 적 강화원, 북진 목표, 파괴 후 아군 이동 거점이라는 세 역할을 함께 맡는다. 별도의 적대 둥지나 북진해서 파괴해야 하는 추가 위협 시설은 근시일 프로토타입에 넣지 않는다.
## Wave Threats
거점 역할을 의미 있게 만들기 위해 적은 코어만 향하지 않는다.
- 약탈자: 채취 거점 공격
- 굴착병·잠입자: 후방이나 시야 밖으로 우회
- 공성 괴수: 타워 사거리 밖에서 거점 포격
- 마나 기생체: 생산량과 마나장 축소
- 동시 균열: 여러 거점에 동시에 위기 발생
- 차원 폭풍: 회복과 시설 작동 방해
- 정예 지휘관: 플레이어의 직접 출동 유도
모든 위협은 특정 거점 역할 없이도 플레이어가 직접 해결할 수 있어야 한다. 거점 역할은 하드 카운터가 아니라 대응 효율을 높이는 수단이다.
이 위협들은 우선 웨이브 구성과 적 역할로 구현한다. 별도의 맵 시설을 추가해 북진 목표를 분산하지 않는다. 위협은 충분히 예고하며 예고 없이 거점이나 포탈을 파괴하지 않는다.
## Core Loop
1. 기본 경제가 자동으로 작동한다.
2. 플레이어가 북쪽 미확보 지역을 탐험한다.
3. 적 포탈과 수비대를 직접 전투로 제거한다.
4. 크리스탈 거점을 확보한다.
5. 파괴한 포탈 부지에 아군 포탈을 재건한다.
6. 인접 포탈 연결망과 작전 범위를 북쪽으로 확장한다.
7. 활성 적 포탈 수에 의해 강화된 웨이브에 대응한다.
8. 다음 적 포탈을 파괴할지 후방을 강화할지 결정한다.
9. 최북단 주 포탈 공격 시점을 결정한다.
## Near-Term Prototype
초기 프로토타입의 권장 범위:
- 세로형 맵과 고정 가로폭 카메라
- 플레이어 캐릭터 1종
- 본진, 중간 포탈 2~3개, 최북단 주 포탈
- 크리스탈 3~4개
- 기본 채취 거점
- 방어·정찰 거점
- 적 포탈 파괴, 폐허, 아군 포탈 재건
- 입장 방향에 따른 인접 아군 포탈 이동과 중간 연결 단절
- 활성 적 포탈 수에 따른 포탈 공명
- 기본 타워 1종
- 일반 적, 약탈자, 굴착병, 정예 적
- 90초 웨이브
- 10~15분 테스트 런
검증 기준:
1. 시작 직후 기다리지 않고 의미 있는 선택이 발생하는가?
2. 플레이어가 자발적으로 북진하는가?
3. 타워가 전투를 대신하지 않고 시간을 벌어주는가?
4. 거점 역할에 따라 대응 방식과 동선이 달라지는가?
5. 화면 전체의 좌우 상황을 읽고 우선순위를 판단하는가?
6. 더 전진할지 후방을 안정시킬지 고민하게 되는가?
## Scope Guardrails
핵심 루프가 검증되기 전에는 다음 요소를 우선 구현하지 않는다.
- 많은 영웅과 장비
- 복잡한 제작 조합
- 자유로운 건물 도배
- 여러 종류의 추가 인컴 건물
- 일꾼 개별 관리
- 반복적인 수동 채취
- 수십 단계 타워 업그레이드
- 너무 많은 거점 역할
- 타워만으로 웨이브를 해결하는 전략
서바이벌 노스테일에서는 캐릭터 성장, 빌드 분기, 웨이브 사건과 협동 운영의 영감을 취하되, 콘텐츠 양을 그대로 복제하지 않는다. 먼저 크리스탈을 확보하고 거점 역할을 선택하며, 그 선택 때문에 다음 위협에 대응하는 방식이 달라지는지를 검증한다.
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// 이 파일은 자동 생성되었습니다. 직접 수정하지 마세요!
// 생성 스크립트: DataTools/generate_csharp_classes.py
using UnityEngine;
using System.Collections.Generic; // 리스트 지원을 위해 추가
namespace Northbound.Data
{
[CreateAssetMenu(fileName = "CreepData", menuName = "Northbound/Creep Data")]
public partial class CreepData : ScriptableObject
{
[Header("기본 정보")]
/// <summary>고유 ID</summary>
public int id;
/// <summary>기획 메모</summary>
public string memo;
/// <summary>이동 속도</summary>
public float moveSpeed;
/// <summary>체력</summary>
public int maxHp;
/// <summary>시야</summary>
public int sight;
/// <summary>사정 거리</summary>
public int atkRange;
/// <summary>데미지</summary>
public int atkDamage;
/// <summary>공격 주기</summary>
public float atkIntervalSec;
/// <summary>몬스터 난이도 점수</summary>
public int cost;
/// <summary>등장 가중치</summary>
public float weight;
/// <summary>사용할 모델의 경로</summary>
public string modelPath;
/// <summary>사용할 애니메이션 컨트롤러의 경로</summary>
public string animationControllerPath;
}
}
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// 이 파일은 자동 생성되었습니다. 직접 수정하지 마세요!
// 생성 스크립트: DataTools/generate_csharp_classes.py
using UnityEngine;
using System.Collections.Generic; // 리스트 지원을 위해 추가
namespace Northbound.Data
{
[CreateAssetMenu(fileName = "DefaultSettingsData", menuName = "Northbound/DefaultSettings Data")]
public partial class DefaultSettingsData : ScriptableObject
{
[Header("기본 정보")]
/// <summary>고유 ID</summary>
public int id;
/// <summary>기획 메모</summary>
public string memo;
/// <summary>사용될 scene 입력 (유니티 파일명과 맞춰야 함) • GameMain • 빈 칸이면 모든 씬 허용</summary>
public string scene;
/// <summary>조회 키</summary>
public string key;
/// <summary>값</summary>
public string value;
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
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@@ -1,43 +0,0 @@
// 이 파일은 자동 생성되었습니다. 직접 수정하지 마세요!
// 생성 스크립트: DataTools/generate_csharp_classes.py
using UnityEngine;
using System.Collections.Generic; // 리스트 지원을 위해 추가
namespace Northbound.Data
{
[CreateAssetMenu(fileName = "MonsterData", menuName = "Northbound/Monster Data")]
public partial class MonsterData : ScriptableObject
{
[Header("기본 정보")]
/// <summary>고유 ID</summary>
public int id;
/// <summary>기획 메모</summary>
public string memo;
/// <summary>이동 속도</summary>
public float moveSpeed;
/// <summary>체력</summary>
public int maxHp;
/// <summary>시야</summary>
public int sight;
/// <summary>사정 거리</summary>
public int atkRange;
/// <summary>데미지</summary>
public int atkDamage;
/// <summary>공격 주기 (초)</summary>
public float atkIntervalSec;
/// <summary>몬스터 난이도 점수</summary>
public int cost;
/// <summary>등장 가중치</summary>
public float weight;
/// <summary>사용할 모델의 경로 • 확장자까지 입력</summary>
public string modelPath;
/// <summary>사용할 애니메이션 컨트롤러의 경로 • 확장자까지 입력</summary>
public string animationControllerPath;
/// <summary>등장 가능 최소 웨이브 정의 • 최소 1 입력</summary>
public int waveMin;
/// <summary>등장 가능 최대 웨이브 정의 • null = 웨이브 제한 없음</summary>
public int waveMax;
}
}
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@@ -1,37 +0,0 @@
// 이 파일은 자동 생성되었습니다. 직접 수정하지 마세요!
// 생성 스크립트: DataTools/generate_csharp_classes.py
using UnityEngine;
using System.Collections.Generic; // 리스트 지원을 위해 추가
namespace Northbound.Data
{
[CreateAssetMenu(fileName = "PlayerData", menuName = "Northbound/Player Data")]
public partial class PlayerData : ScriptableObject
{
[Header("기본 정보")]
/// <summary>고유 ID</summary>
public int id;
/// <summary>기획 메모</summary>
public string memo;
/// <summary>이동 속도</summary>
public float moveSpeed;
/// <summary>운반 용량</summary>
public int capacity;
/// <summary>생산 노동량</summary>
public float manpower;
/// <summary>체력</summary>
public int maxHp;
/// <summary>시야</summary>
public int sight;
/// <summary>사정거리</summary>
public int atkRange;
/// <summary>데미지</summary>
public int atkDamage;
/// <summary>공격 주기</summary>
public float atkIntervalSec;
/// <summary>프리팹/리소스 경로</summary>
public string prefabPath;
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
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@@ -1,49 +0,0 @@
// 이 파일은 자동 생성되었습니다. 직접 수정하지 마세요!
// 생성 스크립트: DataTools/generate_csharp_classes.py
using UnityEngine;
using System.Collections.Generic; // 리스트 지원을 위해 추가
namespace Northbound.Data
{
[CreateAssetMenu(fileName = "TowerData", menuName = "Northbound/Tower Data")]
public partial class TowerData : ScriptableObject
{
[Header("기본 정보")]
/// <summary>고유 ID</summary>
public int id;
/// <summary>기획 메모</summary>
public string memo;
/// <summary>건물 이름</summary>
public string buildingName;
/// <summary>타워 레벨</summary>
public int level;
/// <summary>레벨업 시 변경될 타워 ID 입력</summary>
public int upgradeTo;
/// <summary>업그레이드 분류용 타워 종류 • attack • defense • special • sight</summary>
public string towerType;
/// <summary>건설 비용</summary>
public int mana;
/// <summary>건설 노동량</summary>
public float manpower;
/// <summary>X 그리드 차지 공간</summary>
public int sizeX;
/// <summary>Y 그리드 차지 공간</summary>
public int sizeY;
/// <summary>Z 차지 공간</summary>
public int sizeZ;
/// <summary>체력</summary>
public int maxHp;
/// <summary>타워 시야</summary>
public int sight;
/// <summary>사정거리</summary>
public int atkRange;
/// <summary>데미지</summary>
public int atkDamage;
/// <summary>공격 주기</summary>
public float atkIntervalSec;
/// <summary>프리팹/리소스 경로</summary>
public string modelPath;
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 8c40fef5ebc37b743a3f225c1ca57c32
@@ -1,52 +0,0 @@
using UnityEngine;
using Northbound;
namespace Northbound.Data
{
public partial class TowerData
{
[Header("Runtime References")]
[Tooltip("Prefab reference - set by data pipeline")]
public GameObject prefab;
[Tooltip("UI icon")]
public Sprite icon;
[Header("Placement Settings")]
[Tooltip("Offset from grid position")]
public Vector3 placementOffset = Vector3.zero;
[Tooltip("Can rotate this building?")]
public bool allowRotation = true;
[Header("Health Settings")]
[Tooltip("Can this building be damaged?")]
public bool isIndestructible = false;
[Tooltip("Auto-regenerate health over time")]
public bool autoRegenerate = false;
[Tooltip("Health regeneration per second")]
public int regenPerSecond = 1;
[Header("Vision Settings")]
[Tooltip("Does this building provide vision?")]
public bool providesVision = true;
[Header("Construction Settings")]
[Tooltip("건설 시 사용할 도구")]
public EquipmentData constructionEquipment;
[Header("Properties for convenience")]
public int width => sizeX;
public int length => sizeY;
public float height => sizeZ; // height는 sizeZ로 수정
public int maxHealth => maxHp;
public float visionRange => atkRange;
public float requiredWorkAmount => manpower;
public Vector3 GetSize(int rotation)
{
bool isRotated = (rotation == 1 || rotation == 3);
float w = isRotated ? length : width;
float l = isRotated ? width : length;
return new Vector3(w, sizeZ, l); // 세 번째 차원도 sizeZ 사용
}
}
}
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fileFormatVersion: 2
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@@ -1,37 +0,0 @@
// 이 파일은 자동 생성되었습니다. 직접 수정하지 마세요!
// 생성 스크립트: DataTools/generate_csharp_classes.py
using UnityEngine;
using System.Collections.Generic; // 리스트 지원을 위해 추가
namespace Northbound.Data
{
[CreateAssetMenu(fileName = "UpgradeData", menuName = "Northbound/Upgrade Data")]
public partial class UpgradeData : ScriptableObject
{
[Header("기본 정보")]
/// <summary>고유 ID</summary>
public int id;
/// <summary>기획용 메모</summary>
public string memo;
/// <summary>업그레이드 타입 • combat • harvest • building • scout</summary>
public string upgradeCategory;
/// <summary>업그레이드 대상 • person • share</summary>
public string upgradeTarget;
/// <summary>건물 구분 • core • barrack</summary>
public string upgradeShop;
/// <summary>건설 비용 (mana=20)(mana=50; iron=10)</summary>
public int mana;
/// <summary>선행 조건 ID (목록)</summary>
public List<int> requireUpgradeId = new List<int>();
/// <summary>효과 타입 목록 • player_movespeed • player_sight • …</summary>
public List<string> effectStatList = new List<string>();
/// <summary>계산식 목록 • add • mul • set</summary>
public List<string> effectOpList = new List<string>();
/// <summary>효과 수치 목록</summary>
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/// <summary>UI 정렬 값</summary>
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