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Daily Scrum Log — 2026-05-19 (Day 1)

Summary

This is the inaugural run of the fantasy-sim project. All four agents participated in a project kickoff scrum, established the foundational project documents, and implemented the first working feature.


Project Manager

Contribution: Defined the project vision, set long-term goals, and determined the Day 1 scope.

Key Decisions:

  • Established the project as an autonomous text-based fantasy world simulation engine — heroes fight monsters and grow stronger without player input.
  • Set three long-term goals: Emergent World Simulation, Progression & Persistence, and Extensible Architecture.
  • Chose Hero + Monster + World entity creation with a basic simulation loop as the Day 1 feature.
  • Populated the backlog with 5 future features in dependency order: Combat System, Quest Generation, Persistence, Inventory, Multi-Hero Simulation.

Reasoning: Starting with data models rather than gameplay systems is the right call for Day 1. It avoids scope creep while creating a concrete, runnable artifact.


Developer

Contribution: Designed the technical architecture, defined coding standards, and implemented all source files.

Key Decisions:

  • Adopted an entity-based architecture with src/core/, src/entities/, and src/utils/ separation.
  • Used ES modules throughout with no build step — files run directly via node src/index.js.
  • Used private class fields (#levelUp, #availableMonsters) to encapsulate internal logic.
  • Chose tick-based simulation over event-driven for simplicity and debuggability.
  • Implemented stat scaling: monsters scale with hero level, heroes gain stats on level up.
  • No external dependencies for Day 1 — pure Node.js.

Files Created:

  • src/index.js — entry point
  • src/core/Entity.js — base entity with auto-incrementing ID
  • src/core/Simulation.js — main loop + combat resolution
  • src/entities/Hero.js — hero with 4 classes, leveling, XP, gold
  • src/entities/Monster.js — 5 monster types with loot tables
  • src/entities/World.js — region system, encounter spawning
  • src/utils/Logger.js — colored terminal output
  • src/utils/Random.js — dice rolling, RNG utilities

Designer

Contribution: Defined the terminal UX format, hero/monster data design, and world structure.

Key Decisions:

  • Proposed a color-coded, timestamped log format: [HH:MM:SS] [EVENT_TYPE] message with semantic colors per event type.
  • Designed four hero classes (Warrior, Mage, Rogue, Paladin) with differentiated stat profiles.
  • Proposed five world regions with progressive difficulty. Four implemented in Day 1.
  • Designed five monster types (Goblin, Wolf, Orc, Troll, Drake) with stat templates and gold reward ranges.
  • Specified monster unlock tiers based on hero level.

Tester

Contribution: Defined the testing strategy, acceptance criteria, and identified Day 1 risks.

Risk Assessment (Post-Implementation):

  • ES Modules configured correctly ("type": "module" in package.json)
  • Hero validation throws on empty name and unknown class
  • Simulation loop terminates correctly (hero death or max turns)
  • No infinite loops — combat resolves each round
  • Automated unit tests (Vitest) not yet written — flagged for Day 2

Acceptance Criteria Check:

  • Hero creation works with all 4 classes
  • Monster creation works with all 5 types + level scaling
  • Simulation runs without crashing (node src/index.js)
  • XP gain, level up, and stat scaling all function
  • Gold rewards accumulate correctly

What Was Built

A fully functional fantasy simulation that spawns a random hero, runs encounter turns, resolves combat round by round, awards XP and gold, triggers level ups, advances through world regions, and logs all events with colored terminal output.

Verified: Simulation runs end-to-end. Example run — Seraphine the Paladin reached Level 4 before falling to three Orcs in Stonehold Mountains on Turn 9.


Tomorrow (Day 2 Plan)

  • Write unit tests for core entity methods (Vitest setup)
  • Implement a dedicated CombatSystem.js to extract combat logic from Simulation.js
  • Add turn order based on DEX stat (higher DEX attacks first)
  • Add miss chance mechanic