System Backlog
大师托管暂时收起(本地实现)
园主判断:当前利润托管与花摊、自创搭配、品种改良等经营选择脱节,暂时隐藏,不继续给旧系统叠补丁。温室不展示入口,也不打开新雇佣窗口;安心挂机与已有设备不变。已经付费的在途托管继续按原规则完成,报告、旧存档和底层逻辑保留,不突然中断或重复退款。
未来重新整合是候选而非本轮承诺:让雇佣服务对应明确工作与预算,例如补水或按玩家指定搭配补货;不替玩家决定配方、定价或重要委托。先观察真实重复劳动,再决定岗位与自动化边界,避免新增一套平行利润系统。本轮不做员工、工资、排班或花摊联动。
Beta48-27 普通品种改良(本地已实现,待试玩)
园主批准通用三属性覆盖普通花卉:薄荷、金盏花、月光花、绣球、野莓花、琉璃苣、矢车菊。蝴蝶兰暂不开放。每个品种分别保存抗旱/抗虫/丰花等级、同方向同级失败次数、在途项目与最后结果;每品种同时一项,不同品种可并行,共用玩家笔记余额。绣球按品种改良,三种花色继承同一成果。
沿用两级、成功率/等待/保底及暂停规则。抗旱抗虫费用40/100,丰花60/150;金盏花丰花因可留株再开先试120/300,不额外改成功率和时间。效果仍为每级耗水/蚜虫出现概率降低15%、花材+1枝。定价仅为试验,不代表已经验证平衡。留株保留原来快照,不在改良完成后追溯增强老植株。
图鉴各已记录普通植物下手动展开“品种改良”,沿用现有展开状态记忆,折叠时仍能看到培育/暂停/可揭晓状态,避免全部控制常驻。倒计时只更新对应品种节点;暂停覆盖所有项目。保留旧mintImprovement存档与mintTraits植株字段,其他品种新增plantImprovements映射,旧存档与在途薄荷项目不丢弃。源码辅助函数保留旧名兼容现有调用,不代表仍只作用于薄荷。
新tests/species-improvement-audit覆盖七种效果、独立失败/并行研究、旧盆栽、金盏花留株、暂停读档和在线离线花量。浏览器布局和自然经济体验待试玩,未发布。
Beta48-26 改良计时修订(已实现)
按园主新反馈覆盖此前“暂停不影响改良”的规则:暂停游戏也暂停改良;未暂停时关闭页面继续推进;倍速仍不影响。暂停时间戳随存档保存,恢复时平移起止时间,进度条不倒退、不计入暂停等待。暂停中可开启研究但不推进;已经完成的仍可揭晓。旧暂停档没有暂停时间戳时从本次载入开始冻结,不追溯旧版本已走过的时间。
2026-09-08:繁盛花园引出养蜂(暂缓,先完善品种改良)
园主原始构想:中后期满足较严苛的条件,例如同时种植8株以上、香气浓郁且丰花等级很高的植物,在特定时间吸引大量蜜蜂;花盆附近出现蜂巢,引导安置蜂群、购置专业设备、升级蜂箱,逐步产出蜂蜜、蜂蜡、蜂胶,可贩卖并进入委托需求。此处是游戏设计构想,不是现实养蜂操作指南。
暂定衔接:花园繁盛→蜂群来访迹象→发现蜂群→玩家选择安置→产蜜→收取→自由售卖或委托。前置条件与阈值未定;“8株顶级”不是已承诺规则。香气改良尚未实现,不把它当现成能力。应逐步提供线索而非完全盲猜;时间窗口优先游戏内时段,不要求现实钟点上线,发现机会不短暂过期。
安置后不持续强制同一套8株配置,以免锁死花园。优先独立蜂箱,不占用原花盆作为永久生产位。首个验证切片只做蜂蜜完整出口;蜂蜡、蜂胶、提取设备、蜂箱多级升级均属后续候选,不一次铺开。主要花材影响蜂蜜风味标签也仅是待讨论联动,不保证每种花都能对应现实蜜源。
边界:玩家主动进入的中后期生态经营扩展,不是当前强制主线;不添加第二套高频照料任务,不用新产物掩盖旧经营循环问题。当前仅记录和开帖,不开发蜂群、设备、蜂蜜库存或委托。先完善薄荷品种改良的效果可见性、进度/结果反馈和实际体验,再决定是否推进养蜂。讨论帖:bee-garden-extension。
2026-09-08:丰花维度(beta48-24本地已实现)
园主授权再加一个产出维度。薄荷新增丰花,两级分别在每次开花结算额外产出1/2枝花材(累计,不是1+2)。费用60/150笔记,时间5/15分钟、成功率80%/60%,同方向同级两败后保底;费用高于抗旱/抗虫是首版试验假设,不代表已完成经济验收。其他方向不变。
同样只对改良后新种植株生效,在线/离线开花共用相同奖励口径。旧存档丰花默认为0,在途旧改良保留;现有花束/花材不追加,不新增种子库存或种子奖励规则。图鉴显示第三方向,仍只允许一项研究同时进行。低品质、缺水、害虫及鲜度的原规则保留,丰花不是保证利润。
2026-09-08:薄荷品种改良实验(beta48-23本地已实现,待试玩)
范围:复用植物图鉴,只开放薄荷抗旱/抗虫两方向、各2级、同一时间一项。每级分别降低耗水或蚜虫出现概率15%(累计最多30%,不免疫)。成功后仅此后种下的薄荷继承,现有植株保留种下时快照;全部同类种子适用,不区分普通/高级库存、不改种子产量。
首版试验参数:一级40笔记/5分钟/80%,二级100笔记/15分钟/60%;同方向同级连续失败两次,第三次必成,成功后失败计数归零。实际概率(含保底)、费用、效果与时间在确认前可见。扣费后不可取消退款;开工时固定结果并存档,等待使用现实时间,不随游戏倍速或暂停改变。到期主动揭晓、不限领取时间;不会因为刷新重新抽取。不是防存档编辑的联网抽奖系统。
图鉴内每个方向一个明确按钮;等待只占一条状态,完成后点击揭晓。成功仅短暂色彩强调、常驻等级徽章;尊重减少动态效果。保留最近一次结果,不加独立历史面板或货币。
验证:新旧档归一化、重复点击扣费、刷新/离线到期、早揭晓拒绝、失败不退费、保底、级别上限、新旧植株区分、耗水在线离线一致、抗虫概率与现有生防叠加均已加入 tests/mint-improvement-audit.cjs。当前参数仍是假设,不宣称经济或乐趣已验收。普通入口在图鉴薄荷条目;QA场景 mint-improvement 有10秒后揭晓的固定成功,只用于检查呈现,不是正常规则。未发布。
2026-09-08:笔记与图鉴循环(讨论候选,未实施)
园主提出:收紧长期笔记产出,并考虑与图鉴、随机卡包关联,形成获取与消耗循环。已实施的仅是beta48-22重复自动观察奖励调整:每种前7次保留,之后每次1笔记;旧余额不清零,其他奖励不改。
优先候选是定向调查:玩家选择感兴趣的图鉴条目,花笔记开启调查,靠实际种植组合或来访验证,解锁图鉴插画、观察内容或一个明确的培育线索。需要回到种植经营产生行动,而不是买数字;具体费用、条件、奖励均未定,不抢占基础科研所需笔记。
随机卡包可以作为可选收藏出口,而非主线门槛。若试做,先限定已发现主题的图像卡/外观,公开概率并保护重复抽取体验;不把必要设备或基础物种锁进抽卡。不设计“笔记买卡→卡片提高笔记产量→更多抽卡”的自我膨胀循环,不为消费旧档六千余额而抬高所有价格。当前没有增加抽卡、保底货币或新面板。
验收先问:玩家是否真的想完成某项调查、想展示某张卡,而不是仅因笔记多而寻找销毁按钮。后期科研 pacing 仍需自然档观察。
This file records ideas before they disappear or expand silently. Status describes the current design decision, not a permanent promise.
Status Key
- Current: implemented in the prototype.
- Next: accepted for the next vertical slice.
- Later: accepted direction, waiting on prerequisites.
- Explore: promising but needs research or a smaller experiment.
- Deferred: intentionally postponed.
- No for now: rejected in the current form, with a reason.
分阶段人物委托(2026-09-07)
Later:方向采纳,beta46 验收与发布后再做小实验;尚未实现。 当前仅有日常花束的委托人与首次回信,不等于已有动态故事系统。
- 用户构想:长期交付令人物满意后,隐性触发道具、剧情或能力;重复委托逐渐揭露故事碎片,需求随阶段变化。后期可依线索选择交付请求物或替代物,产生不同的小结局。
- 结束形态:人物离开并留下信或道具、委托永久结束,或帮助其店铺开业。保留可回看的记录,不让消失看起来像界面故障。
- 先试一位人物、少量阶段、一个温暖结局及一个可见纪念物,不立即叠加收益倍率。林阿姨早餐店可作为候选,但具体剧情尚未定稿。
- 常驻经济配方继续供货;人物委托独立于稳定收入。普通供货可托管,人物关键选择不由大师自动提交。
- 线索和回信可回看;提供询问、暂缓或有逻辑依据的替代方案,不靠猜作者答案。跳过故事不阻碍基础温室发展。
- Explore:隐藏触发门槛、满意度判定、动态需求、分支和替代交付。先验证玩家期待下一次来访,而非为了奖励机械刷单;避免连续登录或错过惩罚。
- Deferred:乌头、施巫术、自杀等黑暗走向。它们会改变情绪边界,不能突然作为普通订单的隐性惩罚;不简化成“交错植物便造成角色死亡”。当前不设计具体药物用途。
验收问题:能否记住人物、期待下次来访;重复交付有没有新信息;故事结束后收入是否仍稳定;纪念物是否比额外数字更有归属感。
Long-Session Feedback: Harvest Meaning And Crop Breadth
A 2026-09-03 long-session tester kept playing to discover and try every available system. Preserve that exploration drive while addressing the following sequence:
| Item | Status | Direction | |
|---|---|---|---|
| Whole-plant consignment versus cutting for stock | Current local candidate | Mature ordinary plants compare immediate cash with the most relevant order's before/after stock, full payout, and notes at the decision point | |
| Harvest all | Current local candidate | Unlocks at six beds and appears for two or more eligible mature plants; player explicitly chooses all-consign or all-stock, while specialist and seed-saving plants remain untouched | |
| Strawberry fruit crop | Explore, paused | The isolated lab felt dry, watchful, and disconnected from meaningful demand | Preserve repeat fruiting and neighbor-gift framing, but do not integrate until fruit has a compelling use beyond another inventory number. See strawberry-loop.md |
| Further fruit and vegetables | Deferred | Catalog breadth must follow proof that strawberry adds a genuinely different loop | Use strawberry results to choose the next crop mechanic rather than adding reskins |
| Greater art variety | Current creator track | Prioritize growth stages, mature crop silhouettes, harvest feedback, and visitors over decorative UI assets |
Detailed observations and success criteria are recorded in playtest-feedback-04.md.
Next Session Kickoff: Idle-Game Information Hierarchy
This is the first design discussion to resume when the creator next asks what to do. Dandan's second-opinion UI review independently converged with earlier playtest feedback: the prototype has a coherent greenhouse ledger identity, but still communicates like a management backend more than an idle game that can be understood in three seconds.
Current local experiment: the top focus stack now shows only the more actionable of growth progression and order fulfillment, with a persistent manual control to reveal the other. The desktop equipment catalog is folded behind a named 温室商店 disclosure while phone shop access still opens it directly. Evaluate whether this reduces simultaneous attention demands without making orders or automation harder to rediscover.
Do not implement the review as an unfiltered checklist. Begin with a short audit of the current build, because some proposed absences already exist in partial form and some labels were inferred incorrectly from a screenshot.
P0 questions to resolve first
- Next action / next reward: make a completed growth milestone unmistakably claimable and satisfying. Test a single dominant reward card rather than another permanent banner. Preserve the loop
种 -> 等 -> 收 -> 领 -> 解锁 -> 再种. - What is running by itself: show one compact, truthful live summary near the greenhouse title, such as next maturity or current production activity. Do not invent a misleading coins-per-minute number while income still depends on harvest and orders.
- Return payoff: audit the existing absence summary against the desired event-like return: elapsed time, matured plants, gains, visitors, discoveries, then one clear acknowledgement. Strengthen the existing system instead of creating a duplicate.
- Problems shout, normal states whisper: simplify ordinary pot information further and reserve strong color, motion, and copy for actionable exceptions.
P1 visual and semantic pass
- Give compact resources distinct meaning and clarify ambiguous fractions such as
访客 4/5; first verify what each screenshot value actually represents. - Remove another measured layer of borders using spacing, background tone, and typography while retaining keyboard focus and actionable boundaries.
- Consolidate playtest feedback into one persistent global entry; expose contextual feedback through a low-priority overflow action rather than equal-weight buttons in every panel.
- Strengthen notebook-tab selection and inventory affordance without assuming drag-and-drop, which needs separate mouse and touch testing.
- Reassess whether
温室节奏should be player-facing world language or remain an explicit test/control feature. - Treat
温室大师as visible earned automation when active, but do not enlarge it before its profitability and progression role are clear. - Scene/ledger experiment implemented: the saved scene-first view leads with visual growth and the live greenhouse summary; ledger view uses compact inspection rows. Both preserve pot-local actions and remain replaceable by creator-made plant art.
P2 polish after hierarchy works
- Small growth and resource-change animation, visitor motion, and creator-made plant art.
- Visual celebration of automation and new leaves without adding more persistent text.
Evidence and guardrails
- This review reinforces repeated reports of “像上班”, unclear rewards, excessive text, and difficulty knowing what to do next.
- Keep the existing calm-growth and viewing-mode direction. More prominent rewards should create anticipation, not restore constant clicking.
- Do not add every proposed metric. A live number is valuable only when the player can understand and influence it.
- Preserve the current local return summary, resource shelf, pot-local actions, and mobile workspaces as foundations to refine rather than replace.
Gameplay Systems
| System | Status | Why / Prerequisite | Exploration Direction |
|---|---|---|---|
| Core plant-care loop | Current | Functional but repetitive after content is seen | Measure where anticipation stops |
| Seed and note surplus | Explore, newly audited | Seeds reproduce faster than they are consumed and observation notes lose pressure after the finite research list | Add a meaningful optional sink only alongside the next proven core-loop depth feature; do not add a generic exchange shop |
| Visitor cards and seed carriers | Current | Gives ecology and rare-seed surprise | Study clearer visitor art and more ecological roles |
| Flower quantity and freshness | Current | Creates care quality and harvest timing | Balance freshness against visitor waiting |
| Permanent flower orders | Current | Keeps common flowers relevant | Add rotating demand only after events |
| Soil specialist beds | Current, testing | Adds color production but previously caused UI clutter | Test whether concrete materials and three-harvest duration justify complexity |
| Automation tools | Current, incomplete | Relieves repeated care | Research policy-based harvest and stock reservation |
| Cycling soil feeder | Current, local testing | First 420-coin permanent capital project after the central tank | Test whether automatic compost use is clear, economical, and meaningfully relieving |
| Flower sorting bench | Rejected in current form | Two-to-three-pot batch actions felt rigid, weak, and disconnected from production strategy | Revisit only at larger scale with mixed selection, stock targets, or explicit harvest policies |
| Plant diseases and diagnosis | Explore | Real plants show readable symptoms, but random illness could become absence punishment | Start with one named symptom path: notice -> investigate -> treat -> retain resistance knowledge; never identify a real disease from one anecdote alone |
| Fertilizer progression | Current, testing | Gives coins and research notes a visible optional acceleration sink | 神秘鸡肥 -> 超级鸡肥 -> 金坷垃 currently changes only growth speed and nutrient refill; keep each dose bounded and expensive enough that quiet waiting remains valid |
| Fertilizer specializations | Later | Pest protection and mutation chance could make fertilizer a strategic choice instead of a linear upgrade | Split into explicit one-purpose formulas only after the three growth tiers are balanced; never make spraying a recurring mandatory chore |
| Trait research and enhanced seeds | Explore, supports lineage | Could turn care records into a long-term seed-improvement loop | Keep inherited traits separate from competition merit; compare selective breeding, lab research, and overtly fictional gene modification without creating a spreadsheet |
| Seed lineages and competition merit | Later, accepted | Gives recovered seeds identity and a raising loop after ordinary care is automated | Separate species mastery, lineage merit, and inherited traits; use named descendants, bounded titles, seed-bank protection, and varied competition briefs |
| Cultivation competition | Current, testing | Reframes current mechanics without new plant content | Playtest invitation clarity, candidate comparison, judging ceremony, and recovery value |
| Event-limited market | Current, local testing | Tests price risk before full shop | Retest whether three choices feel tense, legible, and worth the extra event step |
| Event preparation reinvestment | Current, local testing | Gives accumulated coins a repeatable use before a full business loop | Test whether players choose among comfort, flower count, and demand instead of buying all three automatically |
| Flower-market lucky wheel | Current, local testing | Adds a low-frequency burst and consumes coins or common flowers | Test free-draw satisfaction, paid-draw restraint, 0.2% borage pity, and whether the post-tank maintenance-box conversion feels useful without eclipsing the jackpot |
| Trophy cabinet | Later, tied to competition | Lets event rewards improve normal loops | One active trophy slot |
| More plant species | Deferred | New numbers alone will not solve boredom | Add species when a new mechanic, visitor, recipe, or event needs it |
| Floral arrangement grid | Explore | Strong future use for common materials and competitions | Study spatial inventory games; seek simple placement with strong feedback |
| Remedies and fragrances | Later | Gives basic flowers high-volume processing demand | Start with one batch recipe, no per-item clicking |
| Crossbreeding | Later | Strong long loop and Plant of the Year hook | Research inheritance that is legible without spreadsheets |
| Cuttings and propagation | Later | Can preserve valuable traits | Define tradeoff versus seed reproduction |
| Perennial rebloom and pollination | Explore | Could make one plant improve across cycles | Let bees affect seeds or the next bloom, not flowers already formed |
| Weather and seasons | Deferred | Risks absence punishment and maintenance clutter | Only add when events or plant planning clearly need them |
| Detailed humidity, light, numeric pH | No for now | High cognitive and UI cost for low current payoff | Prefer named environments and specialist installations |
| Soft-bodied insects | Deferred | Creator comfort boundary | Research silhouette, text-only, and accessibility presentation modes |
Event Ideas
| Event | Status | Intended Role | Exploration Direction |
|---|---|---|---|
| Spring Grower's Cup | Current, testing | First cultivation and judging arc | Tune entry fee, four-round deadline, medal thresholds, and ribbon value |
| Royal boiled-seed trial | Later | One-time moral/story arc | Design honesty, substitution temptation, and non-production victory |
| Valentine's rush | Later | High-demand sales event | Requires floral products or market loop |
| Plant of the Year | Later | Showcase breeding novelty | Requires crossbreeding |
| Ecological visitor challenge | Explore | Reframe flowers as habitats | Score visitor conditions and non-harmful care |
| Rival exhibition match | Explore, separate mode | Simultaneous visible progress could make competition feel alive | Prototype one readable AI rival before adding any interference cards |
| Rival pest sabotage | Explore with strict guardrails | Absurd attack and defense could create bounded gambling, but may undermine the caring tone | Make attacks visible, symmetric, counterable, and event-only; never damage the home greenhouse or delete unique seeds |
| Real-world limited holidays | No for now | Could create recurring novelty | Replace FOMO calendar with an in-game event deck first |
Business Expansion
| System | Status | Why / Prerequisite | Exploration Direction |
|---|---|---|---|
| Roadside stand | Explore, first concrete proposal drafted | Lowest-risk bridge from garden to business | No rent; manual pricing; limited customers. See design/roadside-stand.md for a 2026-08-09 proposal: Cup-score-gated vendor invitation, relative-time consignment cycle, flat-random v1 sell-through |
| Market stall | Explore | Introduces daily fee and location choice | Test after event market succeeds |
| Leased flower shop | Later, uncommitted | Becomes a major macro loop | Requires products, demand model, recovery, and automation |
| Brand positioning | Explore | Could make taste and product choice meaningful | Define customer segments before adding cosmetics |
| Advertising and customer research | Explore | Turns information into investment | Research readable demand forecasts and uncertainty |
| South Bed financing | Current local experiment | Tests whether a visible, voluntary capital goal makes ordinary income compelling | Two-pot new start; 10,000 cash or 2,000 deposit / 12,500 fixed total; 20% of real payouts; no offline interest |
| Loans and compounding interest | Explore with guardrails | Creates capital risk but can dominate the tone | Consider only after fixed construction financing proves motivating; never charge by offline time |
| Business registration and brand positioning | Explore | A clear transition from hobby garden to intentional business could become a major arc | Let licensing introduce accounting and market access, then ask the player to choose a niche rather than run every sales channel |
| Bought plugs and outsourced propagation | Explore | Purchasing seedlings can trade margin for time and germination certainty | Test after seed-starting failure has meaning; present plugs as a strategic production input, not a superior replacement for learning propagation |
| Bees, honey, eggs, and preserves | Later research pool | These can create coupled production and farmers-market products, but each could become an unrelated subsystem | Add only when one closes an existing loop: bees deepen pollination, chickens consume waste and produce fertilizer, preserves consume surplus fruit |
| Farmers-market product ladder | Explore | Flowers, seedlings, produce, honey, bread, and preserves support a believable backyard-to-business arc | Start with one weekly market and one value-added product; avoid opening every craft at once |
| Full bankruptcy wipe | No for now | Deletes time and can soft-lock the player | Bankruptcy may close or downgrade the shop only |
| Shop downgrade / voluntary closure | Accepted guardrail | Makes business experimentation reversible | Always allow return to roadside stand |
| Paid caretaker shifts | Accepted, after nurturing foundation | Buys reliable absence after quiet growth is already safe | First hire is one general caretaker with timed shifts and a safe-care policy; protect rare specimens and reserved inventory |
| Employees and payroll | Later, accepted architecture | Cross-system workflow automation plus cash-flow planning; requires caretaker proof, mature orders, selling, and protected-stock rules | Expand beyond the caretaker only if visible policies create meaningful choices |
| Named gardens and cloud save | Current candidate | Gives a garden identity and enables safe recovery before social systems | Anonymous identity, hashed browser credential, rotating recovery code, explicit upload/load; never expose full saves through public ranking APIs |
| Quiet leaderboard | Current candidate | Adds an optional long-term comparison without placing rank pressure in the core loop | Community-only surface; rank total blooms first, then discoveries and Cup score; no rewards until server-authoritative scoring exists |
| Garden-specialty crops and trade | Later, recorded | Could create Animal Crossing-like identity and asynchronous cooperation | Cloud identity first; never make trade mandatory for critical solo progress; decide gifts versus exchange before implementation |
| Staff taking inventory for unpaid wages | Explore | Could be legible settlement rather than theft | Must be an explicit contract after a visible grace period |
| Automated shop policies | Later | Necessary for idle play and staff delegation | Start with harvest priority, minimum stock, protected items, and cash reserve; every skipped action needs a readable reason |
| Disasters and market shocks | Deferred | Can feel arbitrary before forecasting exists | Every shock needs warning, mitigation, and recovery value |
Presentation and UX
| Item | Status | Direction | |
|---|---|---|---|
| Save confidence and background autosave | Current | Meaningful actions save immediately, passive growth saves every 15 seconds, backgrounding saves once more, and the header truthfully distinguishes local success from storage failure | |
| Dedicated event pavilion | Current, testing | Separate player attention without duplicating the whole game | |
| Persistent event reminder | Current, testing | Banner plus stable event entry; never popup-only | |
| Stage-by-stage judging reveal | Current, testing | Explain score while creating ceremony | |
| Plant and visitor final art | Later | Replace CSS placeholders with creator-owned assets | |
| Mobile greenhouse density pass | Current, local revision | Compact seed selector, two-column pot overview, care summary, and selected-pot action dock reduce scrolling; the next candidate adds explicit seed counts and pot-first planting after multiple players missed non-mint choices | |
| Small-screen workspace navigation | Current, discovery retest needed | Persistent 温室 / 订单 / 图鉴 / 赛事 workspaces keep long surfaces separate, but testers still missed orders and equipment; test whether explicit top controls and direct routes teach where each system lives | |
| Hybrid planting flow | Current, local testing | Preserve global seed-first batch planting while allowing an empty pot to open a targeted picker and plant immediately | |
| Actionable reminders | Current, testing | Care reminders select the highest-priority bed; order reminders visibly distinguish missing requirements from immediate delivery and open the relevant workspace | |
| Player-controlled growth speed | Current, insufficient evidence | Saved 0.1× / 1× / 4× modes scale the simulation, but several first-session players still describe normal play as hurried work; run a structured ten-minute test after navigation labor is reduced | |
| Slow-speed animation enrichment | Later, art dependent | Use the 0.1× observational mode for richer growth transitions, opening buds, petals, droplets, and visitor motion without making those effects required for fast play | |
| Quiet growth and care momentum | Current foundation experiment | Suitable unattended plants grow slowly and safely; valid care grants bounded acceleration and stronger outcomes without rewarding empty clicking | |
| Plant continuity after bloom | Current foundation experiment | Let mature plants remain through display, cutting, pollination, seed formation, decline, or another bloom instead of making immediate removal dominant | |
| Seed saving and propagation research | Current foundation experiment | 留种入门 unlocks a visible opportunity cost: reserve one flower instead of cutting it, wait for the seed head to mature, then collect once. Later breeding research may improve yield or inherit traits without restoring double rewards. | |
| Long-term plant attachment | Explore after showcase mode | Retained plants, repeat blooms, bloom history, and lineage may create raising satisfaction, but their purpose and interaction cost need a dedicated design pass before expansion | |
| Greenhouse showcase mode | Accepted, prototype after continuity | A separate visual surface shows actual plants, stages, visitors, light, and automation without management cards or progress bars | |
| Primary play-mode hierarchy | Current, testing | Players missed idle mode because it competed with speed, resources, goals, tools, and caretaker controls | After the first plant exists, show one dominant 安心挂机 entry before seed and shop tools; keep commercial caretaker secondary and avoid adding another explanatory notice |
| Icon-first status language | Current, testing | Small repeated labels make the interface slower to scan and compete with actual decisions | Use familiar icons plus numbers for persistent resources and equipment; keep names in hover titles and accessible labels, then replace temporary symbols with creator art |
| Pot-local action dock | Current, testing | Sticky desktop controls required scroll travel; fixed phone controls obscured content and overflowed | Expand only the selected pot across the row and place its complete, horizontally resilient action dock inside the card; closing or selecting another pot restores the grid |
| Complexity release gates | Accepted principle | Introduce a deeper system only after the previous loop has been learned, batched or automated, and reduced to a useful summary; keep unopened branches out of routine play | |
| Research technology tree | Later, accepted UX direction | Replace the flat research list with compact route-based branches for water, soil, ecology, breeding, and business. On phones show one vertical branch at a time; each node displays only icon, name, progress, and state until opened. Avoid a freely panning giant graph. | |
| Friendly default actions | Accepted principle; first disclosure pattern rejected | Routine decisions should prefer a reversible default and never punish deferral. Do not hide same-moment alternatives behind a disclosure merely to reduce button count: the first bloom test added a click and periodic rendering collapsed it. Revisit only with a stable surface or remembered preference. | |
| Developer information inside game tabs | No for now | Keep player UX clean; use a separate local Dev Garden page |
Directional Questions To Revisit
- Does the shop remain optional, or does the game eventually become a business simulator?
- Which event moment is strongest in playtests: cultivation, judging, or selling?
- How much money and active time may a player lose before failure stops being motivating?
- Can real plant knowledge stay discoverable without becoming required reading?
- Which basic flowers remain strategically useful after rare plants and products expand?
- Does disease knowledge deepen care, or merely add another maintenance meter?
- Is pest sabotage funny because it is theatrical and bounded, or does it make the player feel cruel toward plants and visitors?
- Does a named seed lineage create attachment without requiring players to inspect genetics on every planting decision?
音乐生态编曲
状态:已采纳,基础 BGM 稳定后测试。 每种植物对应同一主题中的一个器乐分轨,温室物种组成决定实际听到的编制。切换采用缓慢淡入淡出,不要求玩家操作,也不因换盆重新播放整首音乐。