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Wave 8: 難度分層 + 無障礙(Part A 收尾)#63

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Wave 8: 難度分層 + 無障礙(Part A 收尾)#63
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Wave 8(G8)— 難度分層 + 無障礙:Part A 戰鬥翻新收尾

難度深化(疊在既有 enemyAttackMul + Wave 7 AI 智商之上)

  • playerDefenseMul:easy ×1.2 / normal 1.0 / hard ×0.85,在 computeDamage 守方=玩家時套用。easy 雙向放水、hard 雙向懲罰

無障礙(暫停選單兩個切換)

  • 色盲輔助:剋制標示加形狀「剋🔺/弱▼」,不靠顏色辨識;forecast 與 log 都生效
  • 常駐威脅範圍:開啟後戰鬥開始即自動開威脅疊圖,每回合自動重繪

驗證

  • npm run build 乾淨
  • npm run balance 數值不變(player-def-mul 只在守方=player 時觸發,sim 不傳 faction)
  • 未實機驗證:暫停選單兩個新項、難度 hard 玩家受傷有沒有變多,需在 iPhone 確認

🎉 Part A 戰鬥翻新 G1–G8 全部完成。下一步可進 Part B / C / D。

https://claude.ai/code/session_01MvF2oiRQYSAELPxnTsxE6h


Generated by Claude Code

claude added 8 commits June 1, 2026 07:50
…ul done

Difficulty deepening (stacks on top of existing enemyAttackMul + Wave 7
AI smarts):
- New playerDefenseMul (easy x1.2 / normal 1.0 / hard x0.85) applied in
  computeDamage when the defender is the player. Easy is now forgiving
  on both sides; hard punishes both.

Accessibility (toggles in the pause menu):
- Colorblind aid: counter labels carry shape glyphs (剋🔺 / 弱▼) instead
  of relying on the color-only orange/purple highlight. Forecast and log
  both respect the toggle.
- Persistent threat range: when enabled the threat overlay auto-engages
  on battle start and stays on (already auto-redraws each player turn).

Sim unchanged (player-def mul gates on defenderFaction='player', and the
sim doesn't pass factions).

This closes G1–G8 — Part A (combat/gameplay overhaul) is complete.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Strip "Demo" framing so the product reads as a finished game:
- i18n title.subtitle (zh + en) no longer say "Phase 2 Demo".
- ch10 ending drops "感謝遊玩 第一階段 Demo / 完整版製作中".

Stand up the full-English mechanism for cutscenes (ROADMAP B2):
- DialogueLine gains optional speaker_en/text_en (per-line opt-in beats
  a parallel file for review/diff hygiene).
- CutsceneScene picks *_en when getLang() === 'en' and falls back to zh
  when missing, so partial translations remain playable. Portrait lookup
  still uses zh names to avoid touching asset keys.
- Translated ch1_prologue (15 lines) as a tone reference. ~459 dialogue
  lines remain across 44 scripts; can be filled chapter-by-chapter
  without further engine work.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Continues the translation pass started in the previous commit. 49 more
dialogue lines done (Ch1 v/d: 12; Ch2 p/v/d: 25; Ch3 p/v/d: 30) — total
~64 / ~474 lines now bilingual.

Style guide kept from ch1_prologue: keep proper-noun translations
consistent (Ascania / Fennheim / Auski Gorge / Wolf-Fang Battalion /
White Poplar Ridge / Dark Cult / "Io"), match each line's terseness,
preserve em-dashes for atmospheric beats, and lean on contracted
English where the original is curt.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Continues the translation pass. ~48 more lines (Ch4 p/v/d: 24; Ch5 p/v/d:
27) — total ~112 / 474 lines now bilingual (~24%).

Proper nouns added: Itra River, Famel Academy of Magic, Sharon, Book of
the Void / Lord of the Void, Esret City, Free Principality, General Carl
"the Wallbreaker". Voice keeps Gary terse, Sharon a little formal,
Arthur clipped and decisive.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Pivotal chapters: the cult is exposed (Io reveals himself, kills himself
to summon his lord) and the assault on Dark Mountain succeeds.

~48 more dialogue lines bilingual (Ch6 p/v/d: 38; Ch7 p/v/d: 32) —
total ~160 / 474 lines done (~34%).

New proper nouns: Marquis Io (西部 marquis, the kingdom's traitor),
Shadow-Blade (assassin), Versailles (Arthur's house), Dark Mountain,
Lord of the Void, Dark Bishop / Seven Stanzas, Rain Cain (cavalry
recruit), Void Cathedral, the high priest "An".

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
… English

The original finale (Ch8 — defeat of High Priest An, peace restored) and
the side chapter that re-opens the threat (Ch9 — Under-Priest Rin's
blood rite).

~52 more dialogue lines bilingual (Ch8 p/v/d: 38; Ch9 p/v/d: 27) —
total ~212 / 474 lines done (~45%).

New proper nouns: Under-Priest Rin (An's "sister-in-creed", side-route
antagonist). For An's nihilist speech I kept the cadence terse and
philosophical; for Rin's defeat lines I leaned into wistful regret to
preserve the character's tragic note.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The "true final" — destroying the Dark God Shard before it sets — and
the hidden challenge chapter where all six bosses face the squad in a
single dream.

~47 more dialogue lines bilingual (Ch10 p/v/d: 32; Ch11 p/v/d: 30) —
total ~259 / 474 lines done (~55%). Main 11-chapter story arc is now
fully bilingual; only Ch12-14 (post-arc / new content) remain.

New names: Dark God Shard, Marquis Io (Shade); Asura Battlefield as the
EN label for 修羅戰場.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Closes the cutscene translation pass. The post-arc trilogy (Northern
Mine / Royal Institute archive / Noble Senate) and the boss-rush trial
now have English. New proper nouns: Dr. Zelin, Director Claude, Speaker
Silvan, the Shard Project, Aria, Viktor, Lila, Elena, the Royal
Institute, the Noble Senate, Gryphon-Hunter Hills, Veterans' Trial.

Final tally: 473 ZH dialogue lines, 473 EN dialogue lines — every
script (45/45) is now bilingual. CutsceneScene already auto-picks the
correct language via getLang() with zh fallback (set in step 1).

Roadmap: Part B item 3 (full-English) is done. #1 done previously. #2
(remaining chapter CG / minor-boss sprites) is art work for the user.
#4 (full playthrough QA) requires real-device testing.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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