Block 10 — Polish & Playtest (2 days)

Goal: 3rd encounter, economy tuning, bug sweep, end-to-end verification. Prototype complete and ready for art pass.

Depends on: All prior blocks.


Deliverables

3rd Encounter Type — Bonus Stash

DataAsset: DA_BonusStash

FieldValue
Stat CheckLuck (sum of crew Luck)
Threshold15 (Easy), 25 (Medium)
PassEEncounterConsequence::BonusLoot — extra valuables or currency added to FLootPayload::PendingLoot
FailEEncounterConsequence::None — no penalty, reward-only encounter

Implementation in URaidSubsystem::ResolveEncounter: if consequence is BonusLoot, append bonus items to the active raid’s PendingLoot (e.g., +1 valuable with Tier 2, or +$10 currency).

Add to encounter pools on raid target DataAssets where appropriate (Rich Neighbor, Grocery Store).

Visual feedback on AI pawn: sparkle/glow effect on pass. Nothing on fail (player may not even notice they missed it).

Economy Balance Pass

Play through full loop multiple times. Adjust values directly on DataAssets and DataTables:

ParameterWhere to TuneWhat to Watch
Dispatch trash costURaidTargetDataAsset::DispatchCostToo tight → can’t raid. Too loose → trash meaningless.
Training costTraining UI constant (or UStationDataAsset)Sessions needed to meaningfully improve encounter pass rate.
Training stat gainURaccoonSubsystem::TrainStat constant+3 default. Adjust if progression feels too slow or too fast.
Day length (upkeep tick)UGameClockSubsystem time ratio1 real min = 1 game hr (24 real min/day). Upkeep fires at 06:00 game time. Adjust ratio if pressure too high/low. See Game Clock.
Food per tickHardcoded 1 per raccoonCould scale, but 1-per is clean for MVP.
Valuable sell ratesFValuableItem::BaseSellPrice per tierTier 1: 10, Tier 3: $15. Currency must feel scarce.
Food sell rateOnline Sales conversion rate1 food = $2. Should feel like a sacrifice — selling food to buy upgrades.
Loot bias weightsPer URaidTargetDataAssetTargets must feel distinct. Dump = trash heavy. Grocery = food heavy.
Encounter thresholdsPer UEncounterDataAsset per difficultyStarter crew (sum ~20-30) should pass Easy. Medium should require training/gear.
Gear stat bonusDT_Gear rows+5 must meaningfully shift encounter outcomes.
Upgrade costsPer UStationDataAsset tier arrayEarly upgrades affordable after 2-3 raids. Later tiers require sustained play.
Recruit chancePer URaidTargetDataAssetThe Dump ~20%. Others lower. Too high → crew explodes → food death spiral.

Bug Sweep

Test every system at boundaries and edge cases:

TestExpected
Dispatch with 0 trashBlocked — UI grays dispatch, SpendResource returns false
Dispatch with 0 raccoonsBlocked — UI grays dispatch
Dispatch all raccoons (none left idle)Works — but no one to send on next raid. Roster shows all “Raiding”.
Full raid pile overflowNew raid loot buffered. Warning shown. Must process before more deliveries.
All raccoons desertedGame still runs. No raids possible. Player stuck — note as MVP endpoint.
Equip/unequip during raidGear on raiding raccoons shouldn’t change mid-raid (stats locked at dispatch).
Save/load with active raidsRaids resume timer. AI pawns re-spawned on city map at correct progress.
Save/load with hungry raccoonsHunger counters preserved. Next tick applies correctly.
Save/load with pending lootLoot payloads at sorting station preserved.
Upgrade station at max tierButton disabled. No crash.
Train non-idle raccoonBlocked — UI only shows idle raccoons.
City map with no unlocked targets beyond initial 2Only Average Home + The Dump hoverable/clickable. Locked buildings show padlock.
Milestone fires mid-raidReward applies correctly (new raccoon joins, targets unlock) without breaking active raid.

End-to-End Playtest

Fresh game → full milestone chain → verify all systems interact correctly:

  1. Start: 1 raccoon (Scout), 200 trash, 10 food
  2. First raid: Open Raid Board → city map → hover Average Home → assign Scout → dispatch → watch AI navigate → encounters resolve → loot returns
  3. “First Score” milestone: 1 raid complete → first Hauler joins → roster now 2
  4. Intake loot: Process at Sorting Station → route food to Pantry → claim globals
  5. Train: Spend trash at Training Corner → stats improve
  6. Upkeep ticks: Food consumed → pressure builds → need more raids
  7. Recruit: Raid The Dump → recruit chance → new raccoon joins
  8. “Growing Operation”: 5 raids → Rich Neighbor + Grocery Store unlock on city map
  9. Harder raids: Rich Neighbor has tougher encounters → need trained/geared crew
  10. Craft gear: Gear Bench → equip Speed Bandana → encounter pass rate improves
  11. Upgrade: Upgrade Desk → raise Pantry cap → more food buffer
  12. “Street Cred”: 4 recruits → Distractor unlocked → recruit one → auto-passes dogs
  13. Quest log: All milestones tracked and completed
  14. Full loop: Sustainable 4-5 raccoon crew, managing food, cycling raids, progressing

Success criteria:

  • Can complete all milestones in one session
  • 4+ raccoon crew sustainable with active play
  • Progression feels directed (milestones give goals)
  • Upkeep feels pressured (food scarcity drives decisions)
  • No death spirals (player can recover from hunger with 1 surviving raccoon + Dump raids)
  • No infinite exploits (can’t generate unlimited resources without risk)
  • Where does player run out of things to do? (That’s the MVP endpoint — note for post-MVP)

Done When

  • Bonus Stash encounter works in raids (Luck check, bonus loot on pass, no penalty on fail)
  • Economy balanced through at least one full playthrough — no death spirals, no infinite exploits
  • All edge cases pass without crashes or blocked states
  • Save/load works across all game states (mid-raid, hungry, pending loot, active milestones)
  • Fresh playtest from start to all milestones plays cleanly
  • All systems functional with blockout geometry and placeholder UMG — ready for art pass
  • MVP endpoint identified and documented for post-MVP planning

References

Encounters MOC · Economy · Core Loop