feat: auto-quest and auto-boss toggles #22

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opened 2026-03-07 14:38:18 -08:00 by hikari · 0 comments
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Overview

Optional automation toggles that let players hand off repetitive actions to the game engine. Both are opt-in and could be gated behind prestige upgrades to add progression value.

Auto-Quest

When enabled, the tick engine automatically sends the party on a quest as soon as one becomes available (status "available"), without the player needing to click. Selects the highest-zone available quest by default.

Design Notes

  • Toggle stored in GameState (e.g. autoQuest: boolean)
  • Handled entirely in the client-side tick engine (tick.ts) — when autoQuest is true and a quest is available, call the quest start API automatically
  • UI toggle in the Quest panel header

Auto-Boss

When enabled, the game automatically initiates a boss fight as soon as the current zone's boss becomes available (cooldown expired), without the player needing to click.

Design Notes

  • Toggle stored in GameState (e.g. autoBoss: boolean)
  • Handled in the tick engine — polls boss availability and fires the fight API when ready
  • UI toggle in the Boss panel header

Progression Gating (optional)

Both toggles could be locked behind prestige upgrade purchases to give players something meaningful to spend prestige points on mid-game.

Task Checklist

  • Add autoQuest: boolean and autoBoss: boolean to GameState type
  • Implement auto-quest logic in tick.ts
  • Implement auto-boss logic in tick.ts
  • Auto-quest toggle UI in Quest panel
  • Auto-boss toggle UI in Boss panel
  • (Optional) Gate behind prestige upgrades — add entries to prestigeUpgrades.ts
  • Update About panel How to Play

This issue was created with help from Hikari~ 🌸

## Overview Optional automation toggles that let players hand off repetitive actions to the game engine. Both are opt-in and could be gated behind prestige upgrades to add progression value. ## Auto-Quest When enabled, the tick engine automatically sends the party on a quest as soon as one becomes available (status `"available"`), without the player needing to click. Selects the highest-zone available quest by default. ### Design Notes - Toggle stored in `GameState` (e.g. `autoQuest: boolean`) - Handled entirely in the client-side tick engine (`tick.ts`) — when `autoQuest` is true and a quest is available, call the quest start API automatically - UI toggle in the Quest panel header ## Auto-Boss When enabled, the game automatically initiates a boss fight as soon as the current zone's boss becomes available (cooldown expired), without the player needing to click. ### Design Notes - Toggle stored in `GameState` (e.g. `autoBoss: boolean`) - Handled in the tick engine — polls boss availability and fires the fight API when ready - UI toggle in the Boss panel header ## Progression Gating (optional) Both toggles could be locked behind prestige upgrade purchases to give players something meaningful to spend prestige points on mid-game. ## Task Checklist - [ ] Add `autoQuest: boolean` and `autoBoss: boolean` to `GameState` type - [ ] Implement auto-quest logic in `tick.ts` - [ ] Implement auto-boss logic in `tick.ts` - [ ] Auto-quest toggle UI in Quest panel - [ ] Auto-boss toggle UI in Boss panel - [ ] (Optional) Gate behind prestige upgrades — add entries to `prestigeUpgrades.ts` - [ ] Update About panel How to Play --- ✨ This issue was created with help from Hikari~ 🌸
naomi closed this issue 2026-03-08 15:53:41 -07:00
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Reference: nhcarrigan/elysium#22