Initial scaffold: Nakama backend, Godot client, content schema
Sets up the Step 1 (Project Foundation) and Step 2 (Content Schemas) scaffold from the implementation sequence. Includes Docker Compose stack, Nakama TypeScript module stubs, PostgreSQL migration, Godot 4 project shell with scene stubs and NakamaClient singleton, YAML content schemas for all entity types, and example data for 3 characters, 2 jobs, and all 7 core resources. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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content/data/resources/core_resources.yaml
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content/data/resources/core_resources.yaml
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# core_resources.yaml — definitions for all seven core economy resources
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# These are the definite resource set from the concept specification.
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---
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$schema: "xyvera/content-schema/resource/v1"
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id: gold
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name: "Gold"
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description: "General-purpose soft currency earned from trade, jobs, and combat rewards."
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category: soft_currency
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is_spendable: true
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is_capped: false
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icon: "icons/resources/gold.png"
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color_hex: "#F4C542"
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sources:
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- "Village jobs with gold output"
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- "Combat stage clear rewards"
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- "Event milestone rewards"
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- "Selling excess items"
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sinks:
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- "Character level-up costs"
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- "Skill upgrade costs"
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- "Building upgrades"
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- "Shop purchases"
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---
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$schema: "xyvera/content-schema/resource/v1"
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id: wood
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name: "Wood"
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description: >
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Primary construction material. The early bottleneck resource.
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Assign lumberjacks to the Lumber Camp for passive gain, or use the
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manual work action for burst output.
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category: soft_currency
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is_spendable: true
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is_capped: true
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carry_cap: 9999
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icon: "icons/resources/wood.png"
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color_hex: "#8B5E3C"
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sources:
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- "Lumber Camp passive output"
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- "Manual wood-chopping action (burst yield, daily cap applies)"
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- "Event rewards"
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sinks:
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- "Building construction and upgrades"
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- "Character ascension material crafting"
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- "Equipment crafting (deferred)"
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---
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$schema: "xyvera/content-schema/resource/v1"
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id: stone
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name: "Stone"
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description: "Durable building material mined from rocky outcroppings."
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category: soft_currency
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is_spendable: true
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is_capped: true
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carry_cap: 9999
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icon: "icons/resources/stone.png"
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color_hex: "#9E9E9E"
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sources:
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- "Mining Site passive output"
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- "Event rewards"
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sinks:
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- "Advanced building upgrades"
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- "Ascension material crafting"
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---
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$schema: "xyvera/content-schema/resource/v1"
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id: knowledge
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name: "Knowledge"
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description: >
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Accumulated learning that fuels skill upgrades and research improvements.
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The second scarcity axis after wood — players must balance knowledge
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spending between skill upgrades and building research.
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category: knowledge
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is_spendable: true
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is_capped: true
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carry_cap: 5000
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icon: "icons/resources/knowledge.png"
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color_hex: "#7B68EE"
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sources:
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- "Research Post passive output"
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- "Combat passive skill (Sable's Field Notes)"
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- "Event milestone rewards"
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sinks:
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- "Character skill upgrades"
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- "Building research"
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- "Expedition unlocks (deferred)"
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---
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$schema: "xyvera/content-schema/resource/v1"
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id: experience
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name: "Experience"
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description: "Character growth material gained from combat, jobs, and events."
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category: soft_currency
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is_spendable: true
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is_capped: false
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icon: "icons/resources/experience.png"
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color_hex: "#4CAF50"
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sources:
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- "Combat stage completion"
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- "Research Post secondary output"
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- "Assignment mastery milestone rewards"
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sinks:
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- "Character level-up (primary cost alongside gold)"
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---
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$schema: "xyvera/content-schema/resource/v1"
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id: mana
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name: "Mana"
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description: >
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Ambient magical energy. Consumed by the manual work action and some
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skill activations. Regenerates slowly over time.
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category: stamina
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is_spendable: true
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is_capped: true
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carry_cap: 200
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icon: "icons/resources/mana.png"
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color_hex: "#29B6F6"
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sources:
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- "Passive regen (5 mana per hour)"
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- "Event rewards"
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- "Diamond purchase (deferred — monetisation not active in PoC)"
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sinks:
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- "Manual work action (5 mana per use)"
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- "Future expedition actions (deferred)"
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---
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$schema: "xyvera/content-schema/resource/v1"
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id: diamond
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name: "Diamond"
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description: >
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Premium hard currency. Obtainable free-to-play through events, milestones,
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and logins. Can also be purchased. Used primarily for gacha pulls.
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Spending should never be required for core progression per the F2P spec.
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category: premium
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is_spendable: true
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is_capped: false
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icon: "icons/resources/diamond.png"
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color_hex: "#00E5FF"
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sources:
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- "New account seed grant (100)"
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- "Event milestone rewards"
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- "Achievement unlocks"
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- "Login streak bonuses"
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- "Purchase (deferred — monetisation not active in PoC)"
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sinks:
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- "Standard banner pulls (cost TBD per banner definition)"
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- "Featured banner pulls"
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- "Shop convenience purchases (deferred)"
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