From c71319eb3405170828df12b164a8732feb374116 Mon Sep 17 00:00:00 2001 From: mblanke Date: Wed, 24 Dec 2025 13:51:01 -0500 Subject: [PATCH] Add project instructions for DopeWars-2025 Added comprehensive project instructions for DopeWars-2025, detailing project intent, constraints, design pillars, rules for debt, travel, market, inventory, law enforcement, multiplayer philosophy, code organization, AI agent expectations, and design principles. --- CLAUDE.md | 229 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 229 insertions(+) create mode 100644 CLAUDE.md diff --git a/CLAUDE.md b/CLAUDE.md new file mode 100644 index 0000000..b1892c1 --- /dev/null +++ b/CLAUDE.md @@ -0,0 +1,229 @@ +# CLAUDE.md — Project Instructions + +## Project Name +DopeWars-2025 + +## Project Intent +Build a modern, real-world, asynchronous market & logistics simulation inspired by classic Dope Wars. + +This is a **strategy game about time, geography, pressure, and consequence**. + +This is NOT: +- A turn-based game +- A real-time PvP game +- A live flight booking app +- A trading simulator with charts everywhere + +--- + +## Non-Negotiable Constraints + +- $0 budget +- No paid APIs +- No scraping airline or travel websites +- No live flight booking +- All realism must be **simulated** using open/static data +- iPad-friendly development (browser / VS Code Web) +- Systems must work offline where possible + +--- + +## Core Design Pillars (Never Break These) + +1. **Time Is Real** + - The world runs continuously + - Markets move whether the player is active or not + - Travel takes real time + +2. **Commitment Has Consequences** + - When travel is booked, trading is locked until arrival + - Missed opportunities are intentional, not accidental + +3. **The World Reacts, It Never Explains** + - Multiplayer effects are discovered slowly + - No UI labels for “other players” + - No explicit explanations of cause + +--- + +## Starting Conditions (LOCKED DEFAULTS) + +- Starting Cash: **$20,000** +- Starting Debt: **$30,000** +- Inventory Capacity: **100 units** +- Debt Interest: **~0.8% per real-world hour (compounding)** +- Debt exists immediately at game start + +The player begins **already under pressure**. + +--- + +## Debt & Loan Shark Rules + +- The player starts with mandatory debt +- Debt accrues interest in real time, even while offline +- Debt can ONLY be paid, reduced, or renegotiated in the **city of origin** +- The loan shark is permanently tied to the starting city +- Ignoring debt causes gradual escalation: + - Higher interest + - Increased enforcement pressure + - Reduced effectiveness of bribes, fixers, and safehouses +- Failure is gradual escalation, not instant loss + +Debt creates a **gravitational pull** back to the origin city. + +--- + +## Travel System Rules + +- Travel uses static/open data only (airports, distance, heuristics) +- Flight duration is calculated, not looked up live +- No fast travel +- No skipping time + +Travel Classes: +- Economy: cheapest, slowest, highest scrutiny +- Business: balanced, reduced risk +- First: expensive, fastest, lowest scrutiny, limited special actions + +Once travel begins: +- Trading is disabled +- Prices continue to update +- Market visuals continue to animate + +--- + +## Market & Pricing Rules + +- Prices are **explicit and numeric** +- Prices are lowest near manufacturing regions +- Prices rise with: + - Distance from source + - Enforcement pressure + - Scarcity + - Aggregate player activity + +Prices may spike or crash dramatically. + +--- + +## Market Visualization Rules + +UI must show: +- Current price (always visible) +- Percent change (simple ▲ / ▼) +- A **visual market signal** (e.g. volatility ribbon / pulse) + +UI must NOT show: +- Candlestick charts +- OHLC data +- Exact historical tables +- Technical indicators (RSI, MACD, etc.) + +Visuals should convey: +- Momentum +- Volatility +- Liquidity +- Instability + +The goal is intuition, not analysis paralysis. + +--- + +## Inventory Rules + +Inventory is physical: +- Volume limits apply +- Bulk increases risk and friction +- Optional decay/spoilage over time +- Storage limits vary by city +- Safehouses reduce loss and exposure + +No infinite hoarding. + +--- + +## Law Enforcement Model + +- ~180 countries +- One national enforcement org per country (fictionalized names) +- Attributes include: + - Aggression + - Reach + - Efficiency + - Corruption + - International cooperation + +Heat is: +- Country-specific +- Transferable across borders +- Influenced by volume, time exposed, and transport method + +Players never fight law enforcement directly. +Pressure is environmental. + +--- + +## Multiplayer Philosophy (CRITICAL) + +- Multiplayer is **asynchronous and indirect** +- Players never see: + - Other players + - Player names + - Player locations + - Player inventories + +Players influence the world only through: +- Aggregate demand +- Market volatility +- Enforcement pressure + +Discovery of multiplayer effects must be **gradual and implicit**. + +The world never says “another player did this”. + +--- + +## Code Organization Rules + +- Backend logic must be deterministic +- UI must not contain business logic +- Each system lives in its own file +- Avoid monolithic “god files” + +Preferred structure: +- backend/ → world logic +- frontend/ → UI only +- data/ → static datasets +- docs/ → rules and explanations + +--- + +## AI Agent Expectations + +When coding: +- Prefer clarity over cleverness +- Explain *why* in comments, not *what* +- Never introduce paid services +- Never assume real-time multiplayer visibility +- Ask before adding complexity + +When uncertain: +- Default to simpler mechanics that preserve tension +- Preserve consequences over convenience + +--- + +## Design North Star + +If a feature: +- Reduces planning +- Removes commitment +- Eliminates risk +- Explains the system too clearly + +…it probably does not belong. + +The game should feel like: + +**“The world keeps moving, and I’m already behind.”**