Add MVP skill taxonomy

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2026-05-19 15:32:47 -07:00
parent 26db07d54f
commit 0c48022464
3 changed files with 120 additions and 1 deletions
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@@ -878,7 +878,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
## 0.1.R Knowledge And Skill Foundation
- [x] Define the MVP separation between knowledge, practical experience, physical stats, tools, and infrastructure. Added `Docs/KnowledgeAndSkillFoundation.md` with a five-part MVP model separating knowledge, practical experience, physical stats, tools, and infrastructure so basic survival remains possible but outcomes improve through understanding, practice, equipment, and durable world improvements.
- [ ] Add a first-pass skill taxonomy for survival, gathering, tool use, crafting, fire, shelter, navigation, first aid, food safety, and weather awareness.
- [x] Add a first-pass skill taxonomy for survival, gathering, tool use, crafting, fire, shelter, navigation, first aid, food safety, and weather awareness. Added the first MVP taxonomy to `Docs/KnowledgeAndSkillFoundation.md`, covering survival, gathering, tool use, crafting, fire, shelter, navigation, first aid, food safety, and weather awareness as non-lockout skill domains that modify risk, quality, speed, yield, readability, and confidence.
- [ ] Define how knowledge affects survival actions: fewer mistakes, safer attempts, better yields, lower injury risk, and more reliable outcomes.
- [ ] Define how practical experience grows through use, repetition, mistakes, and recovery from failure.
- [ ] Add first contextual learning prompts for fire safety, potable water, exposure, shelter placement, injury care, and resource identification.
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MVP rule: basic survival actions must remain possible with low knowledge and
poor tools, but outcomes should be riskier, slower, lower quality, or more
wasteful until knowledge, practice, tools, and infrastructure improve.
## First-Pass Skill Taxonomy
The MVP skill taxonomy starts with practical survival domains the player uses in
the first hours of play. Each skill can later contain knowledge topics,
practice records, tool modifiers, environmental modifiers, and teaching hooks.
Survival:
- Core self-care, prioritization, risk recognition, rest, hydration, calories,
warmth, and avoiding preventable injury.
- Early effects: better warning timing, fewer panic mistakes, and more reliable
recovery choices.
Gathering:
- Identifying useful resources, harvesting safely, avoiding waste, and knowing
when weather, light, terrain, or tool condition makes gathering risky.
- Early effects: better yield, lower injury risk, and less resource damage.
Tool use:
- Handling primitive tools safely, choosing the right tool, maintaining tools,
and recognizing when improvised use is dangerous.
- Early effects: less stamina cost, fewer injuries, and more consistent work.
Crafting:
- Following recipes, sequencing steps, judging material suitability, and
recognizing weak or unsafe results.
- Early effects: fewer failed crafts, less waste, and better item quality.
Fire:
- Ignition, fuel choice, containment, maintenance, extinguishing, smoke, warmth,
wildfire risk, and using fire without burning structures or vegetation.
- Early effects: safer campfires, lower spread risk, and better warmth/cooking
reliability.
Shelter:
- Site choice, wind/rain exposure, drainage, structural basics, maintenance,
insulation, and avoiding fire or flood hazards.
- Early effects: better placement, more reliable protection, and fewer wasted
materials.
Navigation:
- Reading terrain, weather, daylight, landmarks, slope, watercourses, and safe
routes.
- Early effects: fewer dangerous detours, better route choice, and safer return
to shelter.
First aid:
- Recognizing injury, bleeding, sprains, sickness, cold exposure, dehydration,
and when rest or treatment matters.
- Early effects: earlier warnings, better treatment choices, and reduced
recovery mistakes.
Food safety:
- Potable water, edible plant caution, spoilage awareness, cooking basics,
contamination risk, and unsafe hunger-driven decisions.
- Early effects: fewer sickness triggers and better food/water decisions.
Weather awareness:
- Reading temperature, wind, rain, exposure, nightfall, storms, and shelter/fire
implications.
- Early effects: earlier shelter/fire decisions and fewer exposure surprises.
Taxonomy rule: skills are not unlock gates for basic MVP survival actions. They
modify risk, quality, speed, yield, readability, and confidence.
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#!/usr/bin/env python3
"""Verify the 0.1.R first-pass skill taxonomy is documented."""
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
DOC = ROOT / "Docs" / "KnowledgeAndSkillFoundation.md"
ROADMAP = ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md"
REQUIRED = {
DOC: [
"## First-Pass Skill Taxonomy",
"Survival:",
"Gathering:",
"Tool use:",
"Crafting:",
"Fire:",
"Shelter:",
"Navigation:",
"First aid:",
"Food safety:",
"Weather awareness:",
"skills are not unlock gates",
],
ROADMAP: [
"[x] Add a first-pass skill taxonomy for survival, gathering, tool use, crafting, fire, shelter, navigation, first aid, food safety, and weather awareness.",
],
}
def main() -> None:
missing: list[str] = []
for path, snippets in REQUIRED.items():
text = path.read_text(encoding="utf-8")
for snippet in snippets:
if snippet not in text:
missing.append(f"{path.relative_to(ROOT)} missing {snippet!r}")
if missing:
raise SystemExit("FAILED: " + "; ".join(missing))
print("OK: first-pass skill taxonomy is documented.")
if __name__ == "__main__":
main()