ACTUAL DEVELOPMENT RECORD · AUGUST 2026

BUILDING THE SYSTEM.

Source of Thought has moved from isolated battle features toward a shared, data-driven runtime. The current build separates battle rules, stratagem data, simulation, and presentation so the next phase can focus on playable content instead of another architecture rewrite.

CURRENT BUILD · ARCHITECTURE UPDATE

ONE BATTLE.
ONE RULE PATH.

The game, headless tools, and future balance automation now share the same BattleController and BattleRule foundation. JSON defines content; typed rules decide how it enters the battle runtime.

02

STRATAGEM SYSTEM · DATA DRIVEN

Thirty-Six Stratagems, redesigned from the data outward.

The former path mixed UI JSON with fixed runtime decisions. The new path is explicit: Version 2 JSON → Stratagem Database → Rule Factory → Battle Rule → Battle Runtime. JSON is the Single Source of Truth for names, concepts, balance values, duration, cooldown, cost, targets, and attribute weights.

RULE FACTORYVERSION 2 JSONJSON FIRST
03

CONTENT MODEL · FOUNDATION COMPLETE

Effect, target, and thought profile are separate data.

EffectType selects a typed rule, TargetType describes target intent, and ten AttributeWeights preserve Philosophy, Psychology, Science, Economy, Karma, Emotion, Morality, Ideology, Individual, and Community as balance inputs. All 36 JSON definitions are prepared; four representative effects—002, 032, 033, and 035—currently have concrete runtime rules.

36 JSON4 RUNTIME RULESSAFE FALLBACK
04

HEADLESS SIMULATOR · SHARED RUNTIME

Simulation no longer means a second battle implementation.

Normal battle and headless execution share BattleController.RunCoroutine(), the same Rule Bundle, and the same JSON-driven definitions. Batch statistics and learned card weighting can grow toward 1000-battle evaluation, deck research, and automated balance analysis without copying damage, AI, Hate, Skill, Status, or target logic.

SHARED CONTROLLERBATCHLEARNING
05

BATTLE EFFECT FRAMEWORK · SEPARATED

Calculation and spectacle can evolve independently.

Battle Logic determines outcomes. Presentation translates immutable events. Effect owns reusable VFX. Timeline coordinates camera, audio, UI, and timing. Headless battles have no presentation consumer, while artists can polish cues without changing the calculated result.

LOGICPRESENTATIONEFFECTTIMELINE
06

DOCUMENTATION · REBUILT

The README is now a technical index, not a setup dump.

The Architecture Index connects Battle System, Battle Prep, Persistence, technical debt, the Thirty-Six Stratagems, simulator flow, and current phase status. It explicitly separates completed JSON assets from implemented runtime behavior so progress reports remain testable.

BATTLEPREPPERSISTENCETECH DEBT
OPEN TECHNICAL DOCUMENTATION →

CURRENT PROGRESS

FOUNDATION COMPLETE.
GAMEPLAY IN PROGRESS.

COMPLETED7 FOUNDATIONS

Battle Rule Framework · Rule Factory · Data Driven JSON · Battle Effect Framework · Headless Simulator · Persistence Architecture · Documentation

IN PROGRESS4 TRACKS

Remaining 32 Stratagems · Battle Director · Hero Camera · Timeline Polish · Balance Simulation

LOOKING AHEAD

01

Complete the remaining 32 Battle Rules

Turn the prepared JSON catalog into verified gameplay effects without embedding balance values back into code.

NEXT
02

Battle Director and presentation polish

Improve encounter direction, Hero Camera behavior, timelines, and readable effects while preserving calculated outcomes.

PLANNED
03

Automated balance simulation

Use shared-rule batches, stratagem statistics, and learned deck generation to detect balance problems before content scale increases.

PLANNED

4 implementation articles

Skill Generation Without Losing the Source Work

How embedding-derived concepts become controlled triggers, costs, cooldowns, and effects.

Skill GenerationThoughtMapUnity
8 MIN

Hate System: Turning Formation into Target Priority

How depth, column, resonance, threat, and controlled randomness choose targets.

Hate SystemBattle PrepUnity
6 MIN

Resonance: Making Adjacent Ideas Matter

Orthogonal adjacency, parameter differences, clamps, and final-value previews.

ResonanceBattle PrepThoughtMap
7 MIN

Why Build a Game from Thought?

Why works become cards and ThoughtMap remains a separate research platform.

ThoughtMapArchitectureGame Design
6 MIN
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