Design optional knowledge checks
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@@ -882,7 +882,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [x] Define how knowledge affects survival actions: fewer mistakes, safer attempts, better yields, lower injury risk, and more reliable outcomes. Added the knowledge action-effects model to `Docs/KnowledgeAndSkillFoundation.md`, defining how knowledge changes warnings, failed-action reasons, safety, yield/waste, injury risk, and outcome reliability without silently guaranteeing success or replacing practical experience.
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- [x] Define how practical experience grows through use, repetition, mistakes, and recovery from failure. Added practical experience growth rules to `Docs/KnowledgeAndSkillFoundation.md`, defining gain from meaningful use, diminishing returns for rote repetition, learning from readable mistakes, and extra credit for recovering well from failure.
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- [x] Add first contextual learning prompts for fire safety, potable water, exposure, shelter placement, injury care, and resource identification. Added first contextual prompt specs to `Docs/KnowledgeAndSkillFoundation.md` for fire safety, potable water, exposure, shelter placement, injury care, and resource identification, with trigger examples, prompt intent, sample wording, and the rule that prompts explain immediate risk without pausing the game or forcing a quiz.
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- [ ] Design optional knowledge checks that appear when relevant to the action instead of interrupting basic play.
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- [x] Design optional knowledge checks that appear when relevant to the action instead of interrupting basic play. Added optional knowledge-check rules to `Docs/KnowledgeAndSkillFoundation.md`, defining inline/skippable presentation, action-relevant timing, calm review moments, non-punitive wrong answers, and the rule that checks deepen understanding without gating the first survival loop.
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- [ ] Add player-facing feedback that explains why an action failed or produced poor results.
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- [ ] Define accessibility rules for the learning system: hints, retries, readable wording, no hard lockout from basic survival, and non-punitive practice paths.
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- [ ] Define the first subject content format: topic, concepts, difficulty tier, prerequisite concepts, in-game effect, practice action, and source note.
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