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# Life-and-Lineage
React Native mobile game combining RPG dungeon crawling with life simulation and lineage mechanics.
## Project Overview
- **Type**: Mobile game (React Native + Expo)
- **Platform**: iOS/Android
- **Tech Stack**: React Native, Expo, MobX, RevenueCat
- **Location**: `/home/mike/code/Life-and-Lineage`
- **Paperclip Project**: FRE - Lineage (game) [1fbae108-9318-4b6c-9ef1-aa077ed782fe]
## Current State (March 2026)
### Revenue
- **Current MRR**: $5-10
- **Target MRR**: $5,000
- **Gap**: 500x increase needed
### Feature Implementation Status
- **PvP System**: 70% complete (disabled in production)
- **Dungeons**: 17 defined (8 complete, 9 incomplete)
- **NPC Relationships**: Basic affection system, limited interactions
- **Quest System**: Non-existent
- **Education System**: Placeholder only
- **Life Simulation**: Minimal (jobs, basic activities)
- **Age System**: Exists but no age-gated content
### Architecture
- **State Management**: MobX with mobx-react-lite
- **Navigation**: expo-router (file-based)
- **Storage**: MMKV with Flatted serialization
- **IAP**: RevenueCat integration
- **Auth**: Google Sign-In, Apple Authentication
## Engagement Improvement Plan (FRE-53)
9 sub-issues created for increasing engagement and reaching $5K MRR:
### Phase 1: Foundation
1. FRE-61: Complete PvP Battle System
2. FRE-68: Enhance Early Game Onboarding
3. FRE-62: Create Radiant Quest System
### Phase 2: Social & Life Sim
4. FRE-63: Enhance NPC Relationship Depth
5. FRE-64: Implement Character Age-Gated Activities
6. FRE-65: Build Comprehensive Education System
### Phase 3: Content
7. FRE-66: Expand Life Simulation Features
8. FRE-67: Expand Dungeon Content and Variance
### Phase 4: Monetization
9. FRE-69: Optimize IAP Monetization
## Revenue Strategy
**Path to $5K MRR**:
1. Increase engagement → higher retention → more conversions
2. Expand IAP catalog (boosters, cosmetics, consumables, subscriptions)
3. Optimize pricing ($0.99 to $49.99+ tiers)
4. Add subscription option ($4.99/month Premium Pass)
**Target Metrics**:
- 10,000 monthly active users
- 5% conversion rate
- $10 ARPPU
- $5,000 MRR
## Key Technical Details
### Entity System
```
Being (base)
├── Character (NPCs with relationships)
│ └── PlayerCharacter (player with skills, inventory, spells)
└── Creature (monsters)
├── Enemy (dungeon enemies)
└── Minion (summons/pets)
```
### Core Stores
- RootStore: Game ticks, death/birth checks
- CharacterStore: NPCs, children, adoption
- DungeonStore: Instances, levels, combat
- PVPStore: Opponents, tokens, battles
- IAPStore: RevenueCat integration
- TimeStore: Game time (weeks/years), seasons
### IAP Products (Current)
- Ranger Class unlock
- Necromancer Class unlock
- Dual Class Bundle
- Remote Saves
- Stash Tabs
## Next Steps
1. Board review of engagement plan
2. Assign sub-issues to implementation team
3. Begin with PvP and Onboarding (highest impact)
4. Implement quest system
5. Build life sim depth
6. Optimize monetization continuously