๐บ๏ธ Black Trigram (ํ๊ด) - Comprehensive Game Design Document
April 8, 2026 ยท View on GitHub
๐ ISMS Alignment: This document follows Hack23 Secure Development Policy for design documentation requirements.
Version: 2.1 (Updated January 29, 2026)
Status: Q1 2026 Combat Realism Production-Ready (13/13 systems complete, 100%)
Target Release: v1.0 - Q2 2026
๐ Documentation Cross-References
This comprehensive game design document is supported by detailed technical architecture documentation:
- COMBAT_ARCHITECTURE.md - Complete combat system technical implementation (2,416 lines)
- FUTURE_ARCHITECTURE.md - Evolutionary roadmap and v2.0+ vision (2,021 lines)
- game-status.md - Current implementation metrics and Q1 2026 progress (2,168 lines)
- ARCHITECTURE.md - C4 model system architecture
- README.md - Project overview and quick start guide
Korean Terminology Consistency: All sections use consistent Korean-English bilingual terminology as defined in COMBAT_ARCHITECTURE.md.
Executive Summary
Black Trigram (ํ๊ด) is a realistic 3D precision combat game inspired by classic martial arts fighters like Budokan: The Martial Spirit and International Karate+, reimagined with authentic Korean martial arts and modern combat techniques. Players master traditional vital point striking through precise, physics-based combat that emphasizes anatomical targeting and one-strike effectiveness.
Core Pillars
- ์ ๊ฒฉ์ (Jeonggyeokja) - Precision Striker: Every strike targets anatomical vulnerabilities
- ๋น์ (Bisu) - Lethal Technique: Realistic application of traditional martial arts
- ์์ด์ (Amsalja) - Combat Specialist: Focus on immediate incapacitation
- ๊ธ์๊ฒฉ (Geupsogyeok) - Vital Point Strike: Authentic pressure point combat
Game Overview
Genre
3D Realistic Combat Simulator / Traditional Korean Martial Arts Training
Platform
Web-based (HTML5/WebGL via Three.js + @react-three/fiber) optimized for authentic 60fps combat physics
Technology Stack
- Frontend: React 19, TypeScript (strict mode), Three.js, @react-three/fiber, @react-three/drei
- Audio: Howler.js with spatial audio support for realistic combat sounds
- Testing: Vitest (unit), Cypress (E2E), 76% overall test coverage
- Fonts: Noto Sans KR for authentic Korean typography
- Performance: 60fps target on desktop, 55fps+ on mobile
Target Audience
- Fans of realistic combat simulation (Budokan, IK+, Way of the Exploding Fist)
- Martial arts practitioners seeking authentic technique knowledge
- Players interested in traditional Korean martial arts techniques (ํ๊ถ๋, ํฉ๊ธฐ๋, ํ๊ฒฌ)
- Combat enthusiasts wanting precision-based gameplay with anatomical accuracy
Unique Selling Points
- Realistic Combat Physics - Real body mechanics with authentic combat focus, 13 realism systems (100% complete)
- Anatomical Precision - 70 actual vital points (๊ธ์) with Korean names and TCM meridian mapping
- Combat Realism - Pain response, consciousness levels, breathing disruption, trauma visualization, grappling, counter-attacks
- AI Counter-Attacks - Intelligent opponent AI that exploits limb exposure and vulnerability windows
- Grappling System - Authentic Hapkido/Ssireum techniques with grip mechanics and escape systems
- Korean Martial Arts - Based on traditional techniques (Taekwondo, Hapkido, Taekyon, Yusul) and philosophy (I Ching)
- Traditional Knowledge - Teaches actual pressure points, anatomical effects, and martial arts applications
- 8 Trigram Stances (ํ๊ด) - Authentic Korean martial arts stances based on I Ching philosophy
- Cultural Authenticity - Korean-English bilingual UI, traditional instruments (๊ฐ์ผ๊ธ, ์ฅ๊ตฌ), cyberpunk aesthetic
Table of Contents
- 70 Vital Points System (๊ธ์ ์ฒด๊ณ)
- 8 Trigram Stances (ํ๊ด ์์ธ)
- 5 Player Archetypes (์ค๋ ๋ฌด์ฌ)
- Skeletal Animation System (๊ณจ๊ฒฉ ์ ๋๋ฉ์ด์ )
- Future Multiplayer Modes (๋ฉํฐํ๋ ์ด์ด)
- Backend-Enabled Progression (์งํ ์์คํ )
- Monetization Strategy (์์ตํ ์ ๋ต)
- Balance Philosophy (๋ฐธ๋ฐ์ค ์ฒ ํ)
- Realistic Combat System
- Game Modes & Training
- Technical Implementation
- Cultural Integration
1. 70 Vital Points System (๊ธ์ ์ฒด๊ณ)
Current Status: โ
100% Complete (70/70 points documented)
Documentation: docs/vital-points/, COMBAT_ARCHITECTURE.md
Test Coverage: 57 tests passing, 100% data validation
The vital point system is the cornerstone of Black Trigram's combat realism, implementing 70 authentic anatomical targets derived from Korean martial arts (๊ธ์๊ฒฉ, Geupsogyeok), Traditional Chinese Medicine (TCM) meridians, and modern anatomy.
1.1 System Overview
%%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
graph TB
subgraph "๐ฏ 70 Vital Points System (๊ธ์ ์ฒด๊ณ)"
VPS["โก VitalPointSystem<br/>70 Targets"]:::vital
VPS --> HEAD["๐ง ๋จธ๋ฆฌ Head<br/>12 points<br/>Critical Targets"]:::head
VPS --> TORSO["๐ ๋ชธํต Torso<br/>24 points<br/>Organ Zones"]:::torso
VPS --> ARMS["๐ช ํ Arms<br/>17 points<br/>Joint Locks"]:::arms
VPS --> LEGS["๐ฆต ๋ค๋ฆฌ Legs<br/>17 points<br/>Mobility Disablers"]:::legs
end
subgraph "๐ Classification Systems"
SEV["โ ๏ธ Severity Levels<br/>5 categories<br/>LethalโMinor"]:::severity
CAT["๐ฌ Anatomical Categories<br/>7 types<br/>System-Based"]:::category
MER["๐ TCM Meridians<br/>14 channels<br/>Energy Flow"]:::meridian
end
VPS -.->|"Categorized by"| SEV
VPS -.->|"Mapped to"| CAT
VPS -.->|"Aligned with"| MER
classDef vital fill:#ff4444,stroke:#990000,color:#fff,stroke-width:3px,rx:10
classDef head fill:#ff0000,stroke:#cc0000,color:#fff,stroke-width:2px,rx:8
classDef torso fill:#ff8800,stroke:#cc6600,color:#fff,stroke-width:2px,rx:8
classDef arms fill:#00cc66,stroke:#009944,color:#fff,stroke-width:2px,rx:8
classDef legs fill:#0099ff,stroke:#0066cc,color:#fff,stroke-width:2px,rx:8
classDef severity fill:#9933ff,stroke:#6600cc,color:#fff,stroke-width:2px,rx:8
classDef category fill:#00cc44,stroke:#009933,color:#fff,stroke-width:2px,rx:8
classDef meridian fill:#ffcc00,stroke:#cc9900,color:#000,stroke-width:2px,rx:8
1.2 Regional Distribution
| Region | Korean | Count | Icon | Examples |
|---|---|---|---|---|
| Head ๐ง | ๋จธ๋ฆฌ | 12 | ๐ฏ | ๋ฐฑํํ (Baihui), ์ธ์ (Renying), ํ์ํ (Taiyang) |
| Torso ๐ | ๋ชธํต | 24 | โก | ๋ช ๋ฌธ (Mingmen), ์ผ์ด์ (Sanjiaoshu), ์ฌ์ฅํ (Heart Point) |
| Arms ๐ช | ํ | 17 | ๐จ | ๋์ถ (Dazhui), ๊ฑด์ฐ (Jianyu), ๊ณก์ง (Quchi) |
| Legs ๐ฆต | ๋ค๋ฆฌ | 17 | โ๏ธ | ์ฌ๊ด์ (Knee Joint), ํ๋ (Huantiao), ์กฑ์ผ๋ฆฌ (Zusanli) |
| TOTAL | 70 | ๐ฏ | All anatomical targets mapped |
1.3 Severity Classification
Vital points are classified into 5 severity levels based on potential combat effectiveness:
| Level | Korean | Count | Icon | Damage Range | Duration | Combat Effect |
|---|---|---|---|---|---|---|
| Lethal โ ๏ธ | ์น๋ช ์ | 4 | ๐ | 80-100 | Permanent | Instant KO, life-threatening |
| Critical โ ๏ธ | ๊ทน์ฌ | 18 | ๐ด | 60-80 | 30-60s | Severe pain, loss of consciousness |
| Major โก | ์ค๋ | 28 | ๐ | 40-60 | 20-40s | Intense pain, significant impairment |
| Moderate ๐ก | ์ค๋ฑ | 16 | ๐ก | 20-40 | 10-20s | Moderate pain, temporary weakness |
| Minor ๐ข | ๊ฒฝ๋ฏธ | 4 | ๐ข | 10-20 | 5-10s | Mild pain, brief distraction |
1.4 Anatomical Categories
Vital points are categorized by anatomical system affected:
| Category | Korean | Count | Icon | Primary Effect | Examples |
|---|---|---|---|---|---|
| Neurological ๐ง | ์ ๊ฒฝ๊ณ | 22 | โก | Nerve damage, paralysis | Temples (ๅคช้ณ), Vagus nerve |
| Skeletal ๐ฆด | ๊ณจ๊ฒฉ๊ณ | 15 | ๐ฅ | Bone fractures, structural damage | Ribs, Clavicle, Nasal bone |
| Joint ๐ | ๊ด์ | 12 | ๐จ | Dislocation, mobility loss | Elbow, Knee, Shoulder |
| Organ ๐ | ์ฅ๊ธฐ | 9 | ๐ฏ | Internal damage, organ trauma | Liver, Spleen, Kidneys |
| Muscular ๐ช | ๊ทผ์ก | 7 | ๐ข | Muscle tear, spasm | Biceps, Quadriceps |
| Vascular ๐ฉธ | ํ๊ด | 3 | ๐ด | Blood flow disruption | Carotid, Femoral |
| Respiratory ๐ซ | ํธํก๊ธฐ | 2 | ๐จ | Breathing disruption | Solar plexus, Throat |
1.5 Complete 70 Vital Points Database
1.5.1 Head Region (๋จธ๋ฆฌ) - 12 Points
| # | Korean Name | English/TCM | Location | Severity | Effect | Damage | Duration | Category | Meridian |
|---|---|---|---|---|---|---|---|---|---|
| 1 | ๋ฐฑํํ | Baihui (GV20) | Crown of head | Critical | Consciousness loss, dizziness | 70 | 45s | Neurological | Governor Vessel |
| 2 | ์ธ์ | Renying (ST9) | Carotid artery | Lethal | Blood flow disruption, KO | 95 | 60s | Vascular | Stomach |
| 3 | ํ์ํ | Taiyang (EX-HN5) | Temple | Critical | Severe pain, vision disruption | 75 | 50s | Neurological | Extra Point |
| 4 | ํ์ง | Fengchi (GB20) | Base of skull | Critical | Balance loss, nausea | 65 | 40s | Neurological | Gallbladder |
| 5 | ์ํ | Yifeng (TE17) | Behind earlobe | Major | Equilibrium disruption | 55 | 30s | Neurological | Triple Energizer |
| 6 | ์๋ฌธ | Yamen (GV15) | Upper cervical spine | Lethal | Spinal cord trauma, paralysis | 90 | Permanent | Neurological | Governor Vessel |
| 7 | ์ธ์ค | Renzhong (GV26) | Philtrum | Major | Extreme pain, tear response | 50 | 25s | Neurological | Governor Vessel |
| 8 | ํ๊ฑฐ | Jiache (ST6) | Jaw hinge | Major | Jaw dislocation, speech loss | 45 | 20s | Skeletal | Stomach |
| 9 | ์น์ฅ | Chengjiang (CV24) | Chin point | Moderate | Pain, head snap | 35 | 15s | Skeletal | Conception Vessel |
| 10 | ๋น๊ณจ | Nasal Bone | Bridge of nose | Major | Bone fracture, vision blur | 50 | 30s | Skeletal | - |
| 11 | ์์ | Orbital Ridge | Eye socket rim | Critical | Orbital fracture, vision loss | 65 | 40s | Skeletal | - |
| 12 | ๊ฒฝ๋๋งฅ | Carotid Sinus | Side of neck | Lethal | Immediate unconsciousness | 100 | 60s | Vascular | - |
1.5.2 Torso Region (๋ชธํต) - 24 Points
| # | Korean Name | English/TCM | Location | Severity | Effect | Damage | Duration | Category | Meridian |
|---|---|---|---|---|---|---|---|---|---|
| 13 | ์ฒ๋ | Tiantu (CV22) | Suprasternal notch | Critical | Breathing disruption, choking | 75 | 45s | Respiratory | Conception Vessel |
| 14 | ๊ฒฐ๋ถ | Quepen (ST12) | Clavicle notch | Major | Collarbone fracture | 55 | 30s | Skeletal | Stomach |
| 15 | ์๊ณจ | Clavicle | Collarbone | Major | Bone fracture, arm weakness | 50 | 35s | Skeletal | - |
| 16 | ๊ฒฌ์ฐ | Jianyu (LI15) | Shoulder cap | Major | Shoulder dislocation | 45 | 25s | Joint | Large Intestine |
| 17 | ๊ทน์๊ทผ | Supraspinatus | Shoulder blade top | Moderate | Arm lifting impairment | 30 | 15s | Muscular | - |
| 18 | ๋์ถ | Dazhui (GV14) | C7-T1 vertebrae | Critical | Spinal trauma, arm numbness | 70 | 50s | Neurological | Governor Vessel |
| 19 | ๋ช ๋ฌธ | Mingmen (GV4) | L2-L3 spine | Lethal | Kidney damage, leg paralysis | 85 | 60s | Organ | Governor Vessel |
| 20 | ์ผ์ด์ | Sanjiaoshu (BL22) | Lower back lateral | Major | Kidney strike, organ pain | 50 | 30s | Organ | Bladder |
| 21 | ์ฌ์ฅํ | Heart Point | Left chest (5th rib) | Critical | Cardiac disruption, arrhythmia | 80 | 55s | Organ | - |
| 22 | ์ค์ | Zhongwan (CV12) | Solar plexus | Critical | Breathing paralysis, diaphragm | 75 | 40s | Respiratory | Conception Vessel |
| 23 | ๊ฐ์ | Ganshu (BL18) | Right mid-back | Major | Liver strike, internal bleeding | 55 | 35s | Organ | Bladder |
| 24 | ๋น์ | Pishu (BL20) | Left mid-back | Major | Spleen damage | 50 | 30s | Organ | Bladder |
| 25 | ์ ์ | Shenshu (BL23) | Lower back | Major | Kidney trauma | 55 | 35s | Organ | Bladder |
| 26 | ๋๊ณจ | Floating Ribs | 11th-12th ribs | Major | Rib fracture, internal damage | 50 | 30s | Skeletal | - |
| 27 | ๋๊ฐ์ ๊ฒฝ | Intercostal Nerve | Between ribs | Major | Severe pain, breathing difficulty | 45 | 25s | Neurological | - |
| 28 | ๋์ฅ์ | Dachangshu (BL25) | Lower back | Moderate | Intestinal disruption | 35 | 20s | Organ | Bladder |
| 29 | ๋จ์ | Dantian (CV6) | Lower abdomen | Moderate | Core weakness, balance loss | 30 | 15s | Muscular | Conception Vessel |
| 30 | ๊ธฐํด | Qihai (CV6) | Lower abdomen | Moderate | Energy disruption | 35 | 20s | Muscular | Conception Vessel |
| 31 | ๊ด์ | Guanyuan (CV4) | Lower abdomen | Moderate | Pelvic pain | 30 | 15s | Organ | Conception Vessel |
| 32 | ์ฒ์ถ | Coccyx | Tailbone | Major | Spinal pain, sitting inability | 50 | 40s | Skeletal | - |
| 33 | ์์ถ | Lumbar Spine | L1-L5 | Critical | Lower body paralysis risk | 65 | 45s | Neurological | - |
| 34 | ํ๊ณจ | Sternum | Breastbone center | Major | Cardiac shock, rib damage | 50 | 30s | Skeletal | - |
| 35 | ๊ฒ์๋๊ธฐ | Xiphoid Process | Bottom of sternum | Major | Internal organ damage | 55 | 35s | Organ | - |
| 36 | ๊ฒจ๋๋์ด | Axillary Nerve | Armpit | Moderate | Arm numbness, weakness | 35 | 20s | Neurological | - |
1.5.3 Arms Region (ํ) - 17 Points
| # | Korean Name | English/TCM | Location | Severity | Effect | Damage | Duration | Category | Meridian |
|---|---|---|---|---|---|---|---|---|---|
| 37 | ๊ฒฌ์ | Jianjing (GB21) | Shoulder trapezius | Major | Arm weakness, pain | 50 | 30s | Muscular | Gallbladder |
| 38 | ๊ฒฌ์ฐ | Jianyu (LI15) | Shoulder deltoid | Major | Shoulder dislocation | 45 | 25s | Joint | Large Intestine |
| 39 | ๊ทน๋ฌธ | Jimen (SP11) | Inner biceps | Moderate | Arm weakness | 35 | 20s | Muscular | Spleen |
| 40 | ๊ณก์ง | Quchi (LI11) | Elbow crease | Major | Elbow hyperextension | 50 | 30s | Joint | Large Intestine |
| 41 | ์ฃผ๊ณจ | Elbow Point | Ulnar nerve (funny bone) | Major | Electric pain, hand numbness | 55 | 35s | Neurological | - |
| 42 | ์์ผ๋ฆฌ | Shousanli (LI10) | Forearm | Moderate | Grip weakness | 30 | 15s | Muscular | Large Intestine |
| 43 | ์ธ๊ด | Waiguan (TE5) | Outer forearm | Moderate | Wrist pain, mobility loss | 35 | 20s | Neurological | Triple Energizer |
| 44 | ๋ด๊ด | Neiguan (PC6) | Inner forearm | Moderate | Nausea, wrist weakness | 30 | 15s | Neurological | Pericardium |
| 45 | ์ ๋ฌธ | Shenmen (HT7) | Wrist crease | Moderate | Hand numbness | 25 | 12s | Neurological | Heart |
| 46 | ์๊ณ | Yangxi (LI5) | Wrist thumb side | Moderate | Thumb weakness | 25 | 12s | Joint | Large Intestine |
| 47 | ํฉ๊ณก | Hegu (LI4) | Hand web (thumb-index) | Major | Severe hand pain | 40 | 25s | Neurological | Large Intestine |
| 48 | ์๊ฐ๋ฝ๊ด์ | Finger Joints | All finger joints | Minor | Dislocation, mobility loss | 20 | 10s | Joint | - |
| 49 | ์๋ฑ | Back of Hand | Metacarpal bones | Moderate | Hand fracture, grip loss | 35 | 20s | Skeletal | - |
| 50 | ์๋ชฉ | Wrist | Radial/ulnar joint | Major | Wrist fracture, hand useless | 45 | 30s | Joint | - |
| 51 | ํ๊ฟ์น | Elbow Joint | Humeroulnar joint | Major | Elbow dislocation | 50 | 35s | Joint | - |
| 52 | ์์์ด๋๊ทผ | Biceps Belly | Upper arm front | Moderate | Muscle tear, arm weakness | 30 | 20s | Muscular | - |
| 53 | ์์์ผ๋๊ทผ | Triceps Tendon | Upper arm back | Moderate | Elbow extension loss | 30 | 20s | Muscular | - |
1.5.4 Legs Region (๋ค๋ฆฌ) - 17 Points
| # | Korean Name | English/TCM | Location | Severity | Effect | Damage | Duration | Category | Meridian |
|---|---|---|---|---|---|---|---|---|---|
| 54 | ํ๋ | Huantiao (GB30) | Hip joint | Major | Hip dislocation, leg weakness | 50 | 30s | Joint | Gallbladder |
| 55 | ํ์ | Fengshi (GB31) | Outer thigh | Moderate | Leg numbness | 35 | 20s | Neurological | Gallbladder |
| 56 | ํํด | Xuehai (SP10) | Inner thigh | Moderate | Leg circulation disruption | 30 | 15s | Vascular | Spleen |
| 57 | ๋ํด์ฌ๋๊ทผ | Quadriceps | Front thigh | Moderate | Leg buckling, kicking loss | 35 | 25s | Muscular | - |
| 58 | ์ฌ๊ด์ | Knee Joint | Kneecap | Major | Knee dislocation, walking loss | 55 | 40s | Joint | - |
| 59 | ์ฌ๊ฐ๊ณจ | Patella | Kneecap bone | Major | Kneecap fracture | 50 | 35s | Skeletal | - |
| 60 | ์กฑ์ผ๋ฆฌ | Zusanli (ST36) | Below knee (outer) | Major | Leg strength loss, balance | 45 | 30s | Neurological | Stomach |
| 61 | ์๋ฆ์ฒ | Yanglingquan (GB34) | Outer knee | Major | Leg paralysis | 50 | 35s | Neurological | Gallbladder |
| 62 | ์๋ฆ์ฒ | Yinlingquan (SP9) | Inner knee | Moderate | Knee pain, mobility loss | 35 | 25s | Neurological | Spleen |
| 63 | ์น์ฐ | Chengshan (BL57) | Calf belly | Moderate | Calf cramp, Achilles strain | 30 | 20s | Muscular | Bladder |
| 64 | ๊ณค๋ฅ | Kunlun (BL60) | Ankle (outer) | Major | Ankle sprain, walking loss | 45 | 30s | Joint | Bladder |
| 65 | ํ๊ณ | Taixi (KI3) | Ankle (inner) | Moderate | Ankle pain, balance loss | 35 | 25s | Joint | Kidney |
| 66 | ์ฉ์ฒ | Yongquan (KI1) | Sole of foot | Moderate | Foot pain, standing difficulty | 30 | 20s | Neurological | Kidney |
| 67 | ๋ํด๊ณจ | Femur | Thigh bone | Critical | Leg fracture, immobilization | 70 | 60s | Skeletal | - |
| 68 | ๊ฒฝ๊ณจ | Tibia | Shin bone | Major | Shin fracture, leg collapse | 55 | 40s | Skeletal | - |
| 69 | ๋น๊ณจ | Fibula | Outer lower leg bone | Major | Leg fracture, instability | 50 | 35s | Skeletal | - |
| 70 | ์ํฌ๋ ์ค๊ฑด | Achilles Tendon | Back of ankle | Critical | Tendon rupture, mobility loss | 65 | 50s | Muscular | - |
1.6 Damage Calculation Formula
Vital point damage is calculated using a comprehensive formula that accounts for base damage, archetype modifiers, stance synergies, and combat situational factors:
TotalDamage = BaseDamage ร ArchetypeModifier ร StanceModifier ร CriticalBonus ร VulnerabilityFactor
Where:
BaseDamage = Vital point base damage value (10-100)
ArchetypeModifier = Attacker archetype bonus (0.8x - 1.5x)
StanceModifier = Stance vs vital point synergy (0.7x - 1.3x)
CriticalBonus = Critical hit multiplier (1.0x normal, 1.5x critical, 2.0x perfect)
VulnerabilityFactor = Defender state (0.5x READY, 0.8x SHAKEN, 1.2x VULNERABLE, 2.0x HELPLESS)
Example Calculations
Example 1: Musa (๋ฌด์ฌ) Striking Baihui (๋ฐฑํํ) with Geon Stance
BaseDamage = 70 (Baihui Critical severity)
ArchetypeModifier = 1.2 (Musa bonus for bone-breaking techniques)
StanceModifier = 1.3 (Geon stance optimal for overhead strikes)
CriticalBonus = 1.5 (Critical hit landed)
VulnerabilityFactor = 1.2 (Defender in VULNERABLE state)
TotalDamage = 70 ร 1.2 ร 1.3 ร 1.5 ร 1.2 = 196 damage
Effect: Instant consciousness loss, 45-second stun, severe balance disruption
Example 2: Amsalja (์์ด์) Striking Carotid Artery (์ธ์) with Son Stance
BaseDamage = 95 (Renying Lethal severity)
ArchetypeModifier = 1.5 (Amsalja specializes in silent takedowns)
StanceModifier = 1.2 (Son stance for pressure point precision)
CriticalBonus = 2.0 (Perfect strike, one-hit KO potential)
VulnerabilityFactor = 2.0 (Defender in HELPLESS state)
TotalDamage = 95 ร 1.5 ร 1.2 ร 2.0 ร 2.0 = 684 damage
Effect: Immediate KO, blood flow disruption, 60-second incapacitation, potential fatality
1.7 TCM Meridian Integration
All 70 vital points are mapped to the 14 Traditional Chinese Medicine (TCM) meridians, providing authentic martial arts context:
| Meridian | Korean | Points | Key Effects |
|---|---|---|---|
| Governor Vessel (GV) | ๋ ๋งฅ | 6 | Spinal trauma, consciousness, paralysis |
| Conception Vessel (CV) | ์๋งฅ | 5 | Breathing, core strength, organ damage |
| Lung (LU) | ํ๊ฒฝ | 2 | Respiratory distress, chest pain |
| Large Intestine (LI) | ๋์ฅ๊ฒฝ | 5 | Arm weakness, hand numbness, severe pain |
| Stomach (ST) | ์๊ฒฝ | 4 | Jaw trauma, leg strength, balance |
| Spleen (SP) | ๋น๊ฒฝ | 4 | Leg circulation, internal bleeding |
| Heart (HT) | ์ฌ๊ฒฝ | 1 | Hand numbness, cardiac rhythm |
| Small Intestine (SI) | ์์ฅ๊ฒฝ | 1 | Shoulder pain, neck trauma |
| Bladder (BL) | ๋ฐฉ๊ด๊ฒฝ | 8 | Organ strikes, kidney damage, leg paralysis |
| Kidney (KI) | ์ ๊ฒฝ | 2 | Foot pain, ankle stability, energy |
| Pericardium (PC) | ์ฌํฌ๊ฒฝ | 1 | Nausea, wrist weakness |
| Triple Energizer (TE) | ์ผ์ด๊ฒฝ | 2 | Equilibrium, wrist pain |
| Gallbladder (GB) | ๋ด๊ฒฝ | 5 | Head trauma, hip dislocation, leg paralysis |
| Liver (LV) | ๊ฐ๊ฒฝ | 1 | Internal organ damage |
1.8 Combat Application Examples
Scenario 1: Defensive Counter-Strike
Setup: Hacker (ํด์ปค) defends against Musa (๋ฌด์ฌ) heavy attack, seeks precise counter.
Action: Li Stance (โฒ) โ Target "Quchi (๊ณก์ง)" elbow crease โ Critical hit
Calculation:
BaseDamage = 50 (Quchi Major severity)
ArchetypeModifier = 1.3 (Hacker's data-driven precision)
StanceModifier = 1.3 (Li stance optimal for precision strikes)
CriticalBonus = 1.5 (Critical hit)
VulnerabilityFactor = 1.2 (Musa exposed during attack)
TotalDamage = 50 ร 1.3 ร 1.3 ร 1.5 ร 1.2 = 152 damage
Effect: Elbow hyperextension, 30-second arm uselessness, attack interrupted
Scenario 2: Stealth Assassination
Setup: Amsalja (์์ด์) approaches unaware opponent from behind.
Action: Son Stance (โด) โ Target "Mingmen (๋ช ๋ฌธ)" kidney strike โ Perfect strike
Calculation:
BaseDamage = 85 (Mingmen Lethal severity)
ArchetypeModifier = 1.5 (Amsalja silent takedown specialist)
StanceModifier = 1.2 (Son stance for sustained pressure)
CriticalBonus = 2.0 (Perfect undetected strike)
VulnerabilityFactor = 2.0 (Opponent HELPLESS/unaware)
TotalDamage = 85 ร 1.5 ร 1.2 ร 2.0 ร 2.0 = 612 damage
Effect: Instant kidney damage, leg paralysis, 60-second incapacitation, potential fatality
1.9 Implementation Status
Data Structure: src/data/vitalPoints.ts - Complete 70-point database
Components:
VitalPointMarkers3D.tsx- 3D visualization with Three.jsVitalPointOverlayControls.tsx(673 lines) - Filtering UI, severity/region/searchAnatomicalRegionDetection.ts- Polygon-based zone detection (<0.01ms per check)
Features:
- โ Real-time filtering (severity, region, keyword search)
- โ Display options (labels on/off, animations, scale 0.5x-2.0x)
- โ Color-coded by severity (Lethal: red, Critical: orange, Major: yellow)
- โ Hover tooltips with full details (Korean name, effect, damage, duration)
- โ
Keyboard shortcut:
Vto toggle vital point overlay
Performance: <0.01ms per collision check, 100x faster than required, maintains 60fps with all 70 points active
References: 127 medical and martial arts sources cited in docs/vital-points/VITAL_POINTS_REFERENCE.md
2. 8 Trigram Stances (ํ๊ด ์์ธ)
Current Status: โ
100% Complete (8/8 stances implemented)
Documentation: COMBAT_ARCHITECTURE.md
Test Coverage: 104 tests passing (Guard Poses), 100% stance transitions
The 8 Trigram Stance System (ํ๊ด ์์ธ) is the foundation of Black Trigram's combat philosophy, blending authentic Korean martial arts stances (Taekwondo ์๊ธฐ) with I Ching (์ฃผ์ญ) elemental philosophy. Each stance represents a natural force with unique combat bonuses, penalties, and philosophical meanings.
2.1 Stance Overview
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graph TB
subgraph "โฏ๏ธ Eight Trigram Stances (ํ๊ด ์์ธ)"
G["โฐ ๊ฑด Geon<br/>โ
Heaven/Sky<br/>๐ช Power: +20%"]:::geon
T["โฑ ํ Tae<br/>๐ Lake/Marsh<br/>๐ค Throws: +20%"]:::tae
L["โฒ ๋ฆฌ Li<br/>๐ฅ Fire/Flame<br/>๐ฏ Precision: +15%"]:::li
J["โณ ์ง Jin<br/>โก Thunder/Shake<br/>๐ฅ Shock: +15%"]:::jin
S["โด ์ Son<br/>๐จ Wind/Wood<br/>โ๏ธ Combo: +10%"]:::son
GA["โต ๊ฐ Gam<br/>๐ง Water/Abyss<br/>๐ Counter: +10%"]:::gam
GN["โถ ๊ฐ Gan<br/>โฐ๏ธ Mountain/Keep<br/>๐ก๏ธ Defense: +50%"]:::gan
GO["โท ๊ณค Gon<br/>๐ Earth/Field<br/>๐ฅ Grapple: +40%"]:::gon
end
subgraph "โ๏ธ Rock-Paper-Scissors Balance System"
RPS["๐ฎ Stance Counter<br/>Triangle System"]:::balance
RPS -.->|"Dominates"| POWER["๐ช Power Stances<br/>๊ฑด/์ง/๊ณค<br/>Bone Breaking"]:::power
RPS -.->|"Precision"| PRECISION["๐ฏ Technical Stances<br/>๋ฆฌ/์/๊ฐ<br/>Vital Points"]:::precision
RPS -.->|"Adapts"| FLOW["๐ Flow Stances<br/>ํ/๊ฐ<br/>Redirection"]:::flow
end
G & J & GO -.->|"Power"| POWER
L & S & GN -.->|"Technique"| PRECISION
T & GA -.->|"Flow"| FLOW
POWER -->|"Overpowers"| FLOW
FLOW -->|"Redirects"| PRECISION
PRECISION -->|"Exploits"| POWER
classDef geon fill:#ffcc00,stroke:#cc9900,color:#000,stroke-width:3px,rx:10
classDef tae fill:#00ccff,stroke:#0099cc,color:#fff,stroke-width:3px,rx:10
classDef li fill:#ff4400,stroke:#cc3300,color:#fff,stroke-width:3px,rx:10
classDef jin fill:#9933ff,stroke:#6600cc,color:#fff,stroke-width:3px,rx:10
classDef son fill:#00ff66,stroke:#00cc44,color:#000,stroke-width:3px,rx:10
classDef gam fill:#0066ff,stroke:#0044cc,color:#fff,stroke-width:3px,rx:10
classDef gan fill:#996633,stroke:#663300,color:#fff,stroke-width:3px,rx:10
classDef gon fill:#553311,stroke:#332200,color:#fff,stroke-width:3px,rx:10
classDef balance fill:#222,stroke:#ffcc00,color:#ffcc00,stroke-width:3px,rx:10
classDef power fill:#ff4444,stroke:#cc0000,color:#fff,stroke-width:2px,rx:8
classDef precision fill:#00cc44,stroke:#009933,color:#fff,stroke-width:2px,rx:8
classDef flow fill:#0099ff,stroke:#0066cc,color:#fff,stroke-width:2px,rx:8
2.2 Detailed Stance Specifications
2.2.1 โฐ ๊ฑด (Geon) - Heaven/Sky
Korean Martial Arts Basis: ์์๊ธฐ (Ap Seogi - Walking Stance)
Philosophy: "์ฐฝ์กฐ์ ํ" - Creative force, direct yang energy, overwhelming power
Combat Style: Aggressive forward stance emphasizing bone-breaking strikes and structural damage
Weight Distribution: 60% forward, 40% back (offensive positioning)
Bonuses:
- +20% Damage to skeletal vital points (skull, ribs, clavicle, bones)
- +15% Critical Hit Chance on overhead strikes
- +10% Resistance to counter-attacks during forward strikes
Penalties:
- -15% Mobility (slower lateral movement)
- -10% Defense against leg sweeps and low attacks
Best Vital Points to Target:
- ๋ฐฑํํ (Baihui) - Crown strike for consciousness loss
- ๋์ถ (Dazhui) - Spine strike for nerve damage
- ์๊ณจ (Clavicle) - Bone-breaking shoulder strike
- ํ๊ณจ (Sternum) - Chest strike for cardiac shock
Signature Techniques:
- ์ฒ๊ณต๊ฒฉ (Heaven Strike): Overhead hammer fist to crown (๋ฐฑํํ)
- ๊ณจ์ ๊ถ (Bone Breaking Fist): Direct clavicle strike (์๊ณจ)
- ์ฒ๋ฅ๋ํ (Thunder Drop): Downward elbow to spine (๋์ถ)
Combo Example:
๊ฑด (Geon) Stance โ Forward Step โ ๋ฐฑํํ (Baihui) Strike (70 base ร 1.3 stance = 91 damage)
โ Follow-up: ๋์ถ (Dazhui) Elbow (70 base ร 1.3 stance = 91 damage)
โ Total: 182 damage + 2 consciousness hits = High KO probability
Effective Against: โด Son (Wind), โต Gam (Water) - Overpowers flow stances
Weak Against: โท Gon (Earth), โถ Gan (Mountain) - Grounding counters aggression
2.2.2 โฑ ํ (Tae) - Lake/Marsh
Korean Martial Arts Basis: ์๊ตฝ์ด (Ap Koobi Seogi - Front Stance)
Philosophy: "๊ธฐ์จ์ ํ๋ฆ" - Joyful flow, adaptability, redirection energy
Combat Style: Fluid mid-guard for joint locks, throws, and grappling redirection
Weight Distribution: 60% forward, 40% back (throwing leverage)
Bonuses:
- +15% Reach for joint manipulation techniques
- +20% Throw Success Rate (joint locks, hip throws)
- +10% Counter Damage when redirecting attacks
Penalties:
- -10% Direct Strike Damage (not optimized for punching)
- -5% Speed (setup time for throws)
Best Vital Points to Target:
- ๊ณก์ง (Quchi) - Elbow hyperextension for arm control
- ๊ฒฌ์ฐ (Jianyu) - Shoulder dislocation for takedown
- ์ฌ๊ด์ (Knee Joint) - Leg control for throws
- ์๋ชฉ (Wrist) - Joint lock setup
Signature Techniques:
- ์ ์ํฌ (Flowing Water Throw): Hip sweep targeting sacral region
- ๊ด์ ๊ตด์ (Joint Bend): Elbow lock on ๊ณก์ง (Quchi)
- ํํธ์ ํ (Lake Reversal): Counter-grappling escape
Combo Example:
ํ (Tae) Stance โ Grab Arm โ ๊ณก์ง (Quchi) Hyperextension (50 base ร 1.15 reach = 58 damage)
โ Transition to Hip Sweep โ ์ฒ์ถ (Coccyx) Impact (50 base ร 1.2 throw = 60 damage)
โ Total: 118 damage + joint damage + positional control
Effective Against: โฐ Geon (Heaven), โฒ Li (Fire) - Redirects aggressive attacks
Weak Against: โด Son (Wind), โต Gam (Water) - Flow vs flow neutralizes advantage
2.2.3 โฒ ๋ฆฌ (Li) - Fire/Flame
Korean Martial Arts Basis: ์ฃผ์ถค (Juchum Seogi - Horse Stance)
Philosophy: "๋น๊ณผ ์ ๋ฐ" - Illumination, precision, needle-point accuracy
Combat Style: Low center of gravity for stable precision strikes to vital points
Weight Distribution: 50% forward, 50% back (balanced, stable)
Bonuses:
- +15% Stability (resistance to knockdown, vital point defense)
- +5% Critical Hit Chance (precision targeting bonus)
- +10% Vital Point Detection (easier to hit small targets)
Penalties:
- -20% Movement Speed (horse stance limits mobility)
- -10% Power on bone-breaking techniques (not a power stance)
Best Vital Points to Target:
- ํ์ํ (Taiyang) - Temple precision strike for vision disruption
- ํฉ๊ณก (Hegu) - Hand web strike for severe pain
- ์กฑ์ผ๋ฆฌ (Zusanli) - Leg nerve strike for balance loss
- ๋๊ฐ์ ๊ฒฝ (Intercostal Nerve) - Precise rib strike
Signature Techniques:
- ํ์ผ์ง (Flame Finger): Precision temple strike (ํ์ํ)
- ์ ๋ฐํ (Precision Strike): Needle-point nerve targeting
- ๋ถ๊ฝ๊ถ (Fire Fist): Quick jab to vital point
Combo Example:
๋ฆฌ (Li) Stance โ ํ์ํ (Taiyang) Temple Strike (75 base ร 1.05 crit ร 1.3 stance = 103 damage)
โ Follow-up: ํฉ๊ณก (Hegu) Hand Strike (40 base ร 1.05 crit ร 1.3 stance = 55 damage)
โ Total: 158 damage + vision disruption + hand pain = High pain accumulation
Effective Against: โณ Jin (Thunder), โฐ Geon (Heaven) - Stability counters explosive power
Weak Against: โด Son (Wind), โฑ Tae (Lake) - Mobility defeats stable stance
2.2.4 โณ ์ง (Jin) - Thunder/Shake
Korean Martial Arts Basis: ๋ค๊ตฝ์ด (Dwi Koobi Seogi - Back Stance)
Philosophy: "์ง๋๊ณผ ์ถฉ๊ฒฉ" - Vibration, shock, sudden explosive release
Combat Style: Weight back for explosive forward burst and nerve strikes
Weight Distribution: 70% back, 30% forward (coiled spring)
Bonuses:
- +15% Shock Damage (nerve strikes, neural disruption)
- +20% Burst Speed (sudden forward explosion)
- +10% Stun Duration (extended paralysis effects)
Penalties:
- -15% Sustained Damage (one-burst stance, not for combos)
- -10% Defense while preparing burst (vulnerable during coil)
Best Vital Points to Target:
- ํ์ง (Fengchi) - Base of skull for balance disruption
- ์ฃผ๊ณจ (Elbow Point) - Ulnar nerve for electric shock pain
- ์ค์ (Zhongwan) - Solar plexus for breath paralysis
- ์๋ฆ์ฒ (Yanglingquan) - Outer knee for leg paralysis
Signature Techniques:
- ๋์ ํ (Thunder Strike): Explosive solar plexus strike (์ค์)
- ์ ๊ฒฉ๊ถ (Electric Fist): Nerve disruption to elbow (์ฃผ๊ณจ)
- ์ง๋ํ (Shock Wave): Stunning skull base strike (ํ์ง)
Combo Example:
์ง (Jin) Stance โ Coil Back โ Explosive Forward Burst โ ์ค์ (Zhongwan) Strike
(75 base ร 1.15 shock ร 1.2 burst = 104 damage)
โ Effect: Breathing paralysis, 40-second stun, vulnerability window
Effective Against: โท Gon (Earth), โถ Gan (Mountain) - Speed beats defensive stances
Weak Against: โฑ Tae (Lake), โต Gam (Water) - Flow redirects burst energy
2.2.5 โด ์ (Son) - Wind/Wood
Korean Martial Arts Basis: ๋์์ (Niunja Seogi - L-Stance)
Philosophy: "์ง์๊ณผ ์นจํฌ" - Persistence, penetration, continuous pressure
Combat Style: Continuous lateral motion for pressure point sequences and combos
Weight Distribution: 50% forward, 50% back (mobile, adaptable)
Bonuses:
- +10% Combo Speed (faster technique chaining)
- +15% Lateral Mobility (side-to-side movement)
- +10% Pressure Point Damage (sustained vital point pressure)
Penalties:
- -10% Single-Hit Power (built for combos, not one-shots)
- -5% Defense against direct power strikes
Best Vital Points to Target:
- ์ธ์ (Renying) - Carotid sustained pressure for blood flow disruption
- ๋๊ฐ์ ๊ฒฝ (Intercostal Nerve) - Repeated rib strikes for cumulative pain
- ์กฑ์ผ๋ฆฌ (Zusanli) - Leg nerve sequence for balance breakdown
- ํฉ๊ณก (Hegu) - Hand nerve sequence for pain accumulation
Signature Techniques:
- ํ์ (Wind Pressure): Sustained carotid compression (์ธ์)
- ์ฐํ (Continuous Strikes): Rapid rib nerve sequence (๋๊ฐ์ ๊ฒฝ)
- ๋ฐ๋์ํ๋ฆ (Wind Flow): Lateral movement + vital point combo
Combo Example:
์ (Son) Stance โ Lateral Step โ ๋๊ฐ์ ๊ฒฝ (Intercostal) Strike #1 (45 base ร 1.1 combo = 50 damage)
โ Lateral Step โ ๋๊ฐ์ ๊ฒฝ Strike #2 (45 base ร 1.1 combo = 50 damage)
โ Lateral Step โ ๋๊ฐ์ ๊ฒฝ Strike #3 (45 base ร 1.1 combo = 50 damage)
โ Total: 150 damage + 3-hit breathing disruption + pain accumulation = Severe impairment
Effective Against: โฐ Geon (Heaven), โฒ Li (Fire) - Mobility defeats power and stability
Weak Against: โณ Jin (Thunder), โถ Gan (Mountain) - Burst and defense interrupt flow
2.2.6 โต ๊ฐ (Gam) - Water/Abyss
Korean Martial Arts Basis: ๋๋์ด (Narani Seogi - Parallel Stance)
Philosophy: "์ํ๊ณผ ์ ์" - Danger, adaptability, flowing response
Combat Style: Centered weight for counter-grappling and defensive flow
Weight Distribution: 50% forward, 50% back (perfect balance)
Bonuses:
- +10% Counter Speed (faster defensive responses)
- +15% Bleed Damage on rib strikes (water = blood flow)
- +10% Grapple Escape success rate
Penalties:
- -10% Offensive Power (defensive stance, not aggressive)
- -5% Forward Movement speed
Best Vital Points to Target:
- ๋๊ณจ (Floating Ribs) - Deep rib strikes for bleeding + organ damage
- ๊ฐ์ (Ganshu) - Liver strike for internal bleeding
- ํํด (Xuehai) - Inner thigh for vascular disruption
- ๊ณค๋ฅ (Kunlun) - Ankle for balance takedown
Signature Techniques:
- ์๋ฅํ (Water Flow Strike): Counter rib strike (๋๊ณจ) with bleed effect
- ์ฌ์ฐ๋ฐ๊ฒฉ (Abyss Counter): Defensive liver strike (๊ฐ์ )
- ๋ฌผ๊ฒฐ์ฐ๋ฌ๋จ๋ฆฌ๊ธฐ (Wave Takedown): Ankle sweep (๊ณค๋ฅ)
Combo Example:
๊ฐ (Gam) Stance โ Block Incoming โ Counter with ๋๊ณจ (Floating Rib) Strike
(50 base ร 1.1 counter ร 1.15 bleed = 63 damage + 15 bleed/sec)
โ Follow-up: ๊ฐ์ (Liver) Strike (55 base ร 1.1 counter = 61 damage)
โ Total: 124 damage + ongoing bleed + internal organ damage = High cumulative damage
Effective Against: โฐ Geon (Heaven), โณ Jin (Thunder) - Flow absorbs and redirects power
Weak Against: โด Son (Wind), โฑ Tae (Lake) - Flow vs flow neutralizes advantage
2.2.7 โถ ๊ฐ (Gan) - Mountain/Keep
Korean Martial Arts Basis: ๊ธฐ๋ณธ (Gibo Seogi - Basic Stance)
Philosophy: "์ ์ง์ ๊ฒฌ๊ณ " - Stillness, solidity, immovable defense
Combat Style: Tight defensive posture for blocking and absorbing attacks
Weight Distribution: 50% forward, 50% back (centered, stable)
Bonuses:
- +15% Block Strength (damage reduction on successful blocks)
- +20% Resistance to knockdown and throws
- +10% Stamina Conservation (defensive stance uses less energy)
Penalties:
- -20% Mobility (mountain doesn't move easily)
- -15% Offensive Power (purely defensive focus)
Best Vital Points to Target (counter-attacks):
- ์ฃผ๊ณจ (Elbow Point) - Counter elbow hyperextension after block
- ์ฌ๊ด์ (Knee Joint) - Counter knee strike after absorbing attack
- ์น์ฐ (Chengshan) - Calf strike after blocking kick
- ์๋ชฉ (Wrist) - Wrist lock after blocking punch
Signature Techniques:
- ์ฐ๋ฒฝ๋ฐฉ์ด (Mountain Wall Defense): Absorb attack + counter elbow (์ฃผ๊ณจ)
- ๊ฒฌ๊ณ ๋ฐ๊ฒฉ (Solid Counter): Block + immediate knee counter (์ฌ๊ด์ )
- ์์๊ถ (Rock Fist): Defensive stance + wrist lock (์๋ชฉ)
Combo Example:
๊ฐ (Gan) Stance โ Block Incoming Strike (75% damage reduction) โ Counter ์ฃผ๊ณจ (Elbow Point)
(55 base ร 1.15 block bonus = 63 damage + arm numbness)
โ Follow-up: ์ฌ๊ด์ (Knee) Strike (55 base ร 1.15 = 63 damage)
โ Total: 126 damage + arm useless + leg weakness = High defensive value
Effective Against: โด Son (Wind), โณ Jin (Thunder) - Defense stops continuous and burst attacks
Weak Against: โฑ Tae (Lake), โต Gam (Water) - Throws bypass blocking stance
2.2.8 โท ๊ณค (Gon) - Earth/Field
Korean Martial Arts Basis: ์ฃผ์ถคํ์ธ๊ธฐ (Joong Ha Seogi - Lower Horse Stance)
Philosophy: "์์ฉ๊ณผ ์ง์ง" - Receptive, supportive, grounding energy
Combat Style: Very low center of gravity for takedowns and ground control
Weight Distribution: 50% forward, 50% back (grounded, immovable)
Bonuses:
- +25% Takedown Success (throws, sweeps, ground techniques)
- +20% Ground Control (positional dominance after takedown)
- +15% Resistance to being thrown or swept
Penalties:
- -25% Upright Mobility (very low stance limits movement)
- -15% High Strike Reach (can't reach head targets easily)
Best Vital Points to Target:
- ์ฒ์ถ (Coccyx) - Tailbone strike during takedown for sitting inability
- ์ฌ๊ด์ (Knee Joint) - Leg sweep for takedown setup
- ์์ถ (Lumbar Spine) - Ground control spinal pressure
- ํ๋ (Huantiao) - Hip throw target for dislocation
Signature Techniques:
- ๋์ง์ฐ๋ฌ๋จ๋ฆฌ๊ธฐ (Earth Throw): Hip throw targeting ํ๋ (Huantiao)
- ์ฒ์ถํ๊ดด (Coccyx Breaker): Sacral region strike during takedown
- ์ง๋ฉด์ฅ์ (Ground Control): Spinal pressure on ์์ถ (Lumbar)
Combo Example:
๊ณค (Gon) Stance โ Low Sweep targeting ์ฌ๊ด์ (Knee) (55 base ร 1.25 takedown = 69 damage)
โ Takedown Success โ ์ฒ์ถ (Coccyx) Strike (50 base ร 1.25 takedown = 63 damage)
โ Ground Control โ ์์ถ (Lumbar) Pressure (65 base ร 1.2 ground = 78 damage)
โ Total: 210 damage + leg collapse + sitting inability + spinal trauma = Complete control
Effective Against: โฐ Geon (Heaven), โฒ Li (Fire) - Grounding defeats aggression and stability
Weak Against: โด Son (Wind), โฑ Tae (Lake) - Mobility escapes ground control
2.3 Stance Synergy Matrix (Rock-Paper-Scissors Balance)
The 8 trigram stances follow a rock-paper-scissors balance system where each stance has natural advantages and disadvantages against others, encouraging tactical stance switching during combat.
| Stance | Icon | Strong Against ๐ช (1.3x damage) | Weak Against ๐ก๏ธ (0.7x damage) | Neutral Against โ๏ธ |
|---|---|---|---|---|
| โฐ ๊ฑด (Geon) | โ | โด Son, โต Gam | โท Gon, โถ Gan | โฑ Tae, โฒ Li, โณ Jin |
| โฑ ํ (Tae) | ๐ | โฐ Geon, โฒ Li | โด Son, โต Gam | โณ Jin, โถ Gan, โท Gon |
| โฒ ๋ฆฌ (Li) | ๐ฅ | โณ Jin, โฐ Geon | โด Son, โฑ Tae | โต Gam, โถ Gan, โท Gon |
| โณ ์ง (Jin) | โก | โท Gon, โถ Gan | โฑ Tae, โต Gam | โฐ Geon, โฒ Li, โด Son |
| โด ์ (Son) | ๐จ | โฐ Geon, โฒ Li | โณ Jin, โถ Gan | โฑ Tae, โต Gam, โท Gon |
| โต ๊ฐ (Gam) | ๐ง | โฐ Geon, โณ Jin | โด Son, โฑ Tae | โฒ Li, โถ Gan, โท Gon |
| โถ ๊ฐ (Gan) | โฐ๏ธ | โด Son, โณ Jin | โฑ Tae, โต Gam | โฐ Geon, โฒ Li, โท Gon |
| โท ๊ณค (Gon) | ๐ | โฐ Geon, โฒ Li | โด Son, โฑ Tae | โณ Jin, โต Gam, โถ Gan |
Balance Philosophy:
- Power Stances ๐ช (๊ฑด, ์ง, ๊ณค) counter Precision Stances ๐ฏ (๋ฆฌ, ์, ๊ฐ)
- Flow Stances ๐ (ํ, ๊ฐ) counter Power Stances ๐ช (๊ฑด, ์ง, ๊ณค)
- Precision Stances ๐ฏ (๋ฆฌ, ์, ๊ฐ) counter Flow Stances ๐ (ํ, ๊ฐ)
2.4 Stance Transition System
Transition Duration: 600ms (36 frames at 60fps)
Cost: Variable based on distance around stance wheel (11-15 Ki, 7-10 Stamina)
Status: โ
Complete (64 transitions implemented with keyframe interpolation)
Transition Types:
- Self Transition (0 steps): Instant, no cost (e.g., ๊ฑด โ ๊ฑด)
- Direct Transition (1-2 steps): 600ms, 11-13 Ki, 7-9 Stamina (e.g., ๊ฑด โ ํ)
- Indirect Transition (3-4 steps): 600ms, 15 Ki, 10 Stamina (e.g., ๊ฑด โ ์, opposite stances)
Stance Wheel Arrangement:
โฐ ๊ฑด (Geon)
โฑ ํ โท ๊ณค (Gon)
โฒ ๋ฆฌ โถ ๊ฐ (Gan)
โณ ์ง โต ๊ฐ (Gam)
โด ์ (Son)
Keyframe Phases (600ms = 36 frames at 60fps):
- Frames 0-12: Weight shift phase (์ค์ฌ ์ด๋)
- Frames 12-24: Foot repositioning phase (๋ฐ ์ฌ๋ฐฐ์น)
- Frames 24-36: Guard change phase (๋ฐฉ์ด ์์ธ ๋ณ๊ฒฝ)
Vulnerability: Player cannot attack or defend during 600ms transition window, creating tactical risk/reward for stance switching.
See: COMBAT_ARCHITECTURE.md for complete transition system technical details.
2.5 Archetype-Stance Affinity
Each player archetype has preferred stances with -20% transition cost:
| Archetype | Korean | Icon | Preferred Stances | Bonus |
|---|---|---|---|---|
| ๋ฌด์ฌ (Musa) ๐ฅ | Traditional Warrior | ๐ก๏ธ | โฐ Geon โ , โณ Jin โก | Power stance mastery ๐ช |
| ์์ด์ (Amsalja) ๐ก๏ธ | Shadow Assassin | ๐ค | โด Son ๐จ, โต Gam ๐ง | Flow stance mastery ๐ |
| ํด์ปค (Hacker) ๐ป | Cyber Warrior | ๐ฎ | โฒ Li ๐ฅ, โฑ Tae ๐ | Precision stance mastery ๐ฏ |
| ์ ๋ณด์์ (Jeongbo) ๐ต๏ธ | Intelligence Op | ๐ง | โถ Gan โฐ๏ธ, โท Gon ๐ | Defensive stance mastery ๐ก๏ธ |
| ์กฐ์งํญ๋ ฅ๋ฐฐ (Jojik) ๐ฆน | Organized Crime | ๐ | โณ Jin โก, โต Gam ๐ง | Brutal stance mastery ๐ฅ |
3. 5 Player Archetypes (์ค๋ ๋ฌด์ฌ)
Current Status: โ
100% Complete (5/5 implemented with full lore and abilities)
Documentation: game-design.md, game-status.md
Test Coverage: 100% archetype data validation
The 5 Player Archetypes (์ค๋ ๋ฌด์ฌ) represent distinct combat philosophies, each with unique stats, abilities, preferred stances, and martial arts specializations.
3.1 Archetype Overview
| Archetype | Korean | Icon | Philosophy | Combat Focus | Preferred Stances |
|---|---|---|---|---|---|
| Musa ๐ฅ | ๋ฌด์ฌ | ๐ก๏ธ | Honor & Discipline | Direct power, bone-breaking | โฐ Geon, โณ Jin |
| Amsalja ๐ก๏ธ | ์์ด์ | ๐ค | Efficiency & Stealth | Silent takedowns, one-hit KO | โด Son, โต Gam |
| Hacker ๐ป | ํด์ปค | ๐ฎ | Data & Precision | Anatomical analysis, tech-enhanced | โฒ Li, โฑ Tae |
| Jeongbo ๐ต๏ธ | ์ ๋ณด์์ | ๐ง | Psychology & Strategy | Pain compliance, interrogation | โถ Gan, โท Gon |
| Jojik ๐ฆน | ์กฐ์งํญ๋ ฅ๋ฐฐ | ๐ | Survival & Brutality | Dirty fighting, street tactics | โณ Jin, โต Gam |
3.3 Archetype Balance Metrics (Q1 2026)
Current Status: โ Balanced within 48-52% win rate target
| Archetype | Icon | Win Rate | Pick Rate | Avg Damage/Round | Critical Hit % |
|---|---|---|---|---|---|
| ๋ฌด์ฌ (Musa) ๐ฅ | ๐ก๏ธ | 51% โ | 22% | 285 ๐ช | 18% |
| ์์ด์ (Amsalja) ๐ก๏ธ | ๐ค | 49% โ | 18% | 320 โก | 35% ๐ฏ |
| ํด์ปค (Hacker) ๐ป | ๐ฎ | 50% โ | 24% | 270 ๐ป | 22% |
| ์ ๋ณด์์ (Jeongbo) ๐ต๏ธ | ๐ง | 48% โ | 16% | 245 ๐ง | 15% |
| ์กฐ์งํญ๋ ฅ๋ฐฐ (Jojik) ๐ฆน | ๐ | 52% โ | 20% | 295 ๐ฅ | 28% |
Balance Philosophy: All archetypes within 48-52% win rate ensures no single archetype dominates. Monthly patches adjust based on tournament meta and community feedback.
4. Skeletal Animation System (๊ณจ๊ฒฉ ์ ๋๋ฉ์ด์ )
Current Status: ๐ In Development (Ready for integration, 28-bone hierarchy defined)
Documentation: COMBAT_ARCHITECTURE.md, src/types/skeletal.ts
The Skeletal Animation System provides anatomically accurate 3D character rendering with 28-bone hierarchy, 7 hand poses, and muscle tension visualization for authentic Korean martial arts combat.
4.1 28-Bone Hierarchy
Black Trigram uses a 28-bone skeletal rig based on human anatomy:
Head & Neck (2): Head (๋จธ๋ฆฌ), Neck (๋ชฉ)
Spine & Core (4): Upper Spine (์๋ถ ์ฒ์ถ), Mid Spine (์ค๋ถ ์ฒ์ถ), Lower Spine (ํ๋ถ ์ฒ์ถ), Pelvis (๊ณจ๋ฐ)
Ribs (1): Rib Cage (๋๊ณจ)
Arms (12, 6 per arm): Shoulder, Upper Arm, Elbow, Forearm, Wrist, Hand (Left/Right)
Legs (8, 4 per leg): Hip, Thigh, Knee, Shin, Ankle, Foot (Left/Right)
Hips (1): Hips (์๋ฉ์ด)
Total: 28 bones providing full-body articulation for authentic Korean martial arts movement.
4.2 7 Hand Poses (์ ์์ธ)
| # | Korean | English | Usage | Animation Trigger |
|---|---|---|---|---|
| 1 | ์ฃผ๋จน | Fist | Punching, blocking | Power strikes, Geon/Jin stances |
| 2 | ํผ์น ์ | Open Hand | Palm strikes, deflecting | Tae/Gam flow techniques |
| 3 | ์ฐ๋ฅด๊ธฐ | Strike Hand | Precision finger strikes | Li stance, vital point targeting |
| 4 | ์ก๊ธฐ | Grab Hand | Grappling, joint locks | Tae/Gon throwing techniques |
| 5 | ๋ง๊ธฐ | Block Hand | Defensive blocking | Gan stance, defense mode |
| 6 | ๊ฐ๋ฆฌํค๊ธฐ | Point Hand | Precise targeting | Hacker archetype, Li stance |
| 7 | ์ด์ | Relaxed | Neutral stance | Stance guard positions |
Breathing Animation: Rib cage expansion/contraction (0.96-1.04x scale), 4-6 frames/breath at 60fps, stance-specific rates.
4.3 Muscle Tension Visualization
- ๐ด Red (80-100%): Active striking muscles, maximum power
- ๐ก Yellow (50-80%): Supporting/stabilizing muscles, optimal zone
- ๐ข Green (0-50%): Relaxed muscles, recovery state
Toggle with M key. Helps players understand proper technique mechanics.
4.4 Implementation Status
โ 28-bone hierarchy defined | โ 7 hand poses | โ 8 stance-specific guards | โ Breathing animation (60fps) | ๐ SkeletalPlayer3D component pending | โ ๏ธ Integration tests pending
5. Future Multiplayer Modes (๋ฉํฐํ๋ ์ด์ด)
Target Release: v2.0 (Q1 2028)
Documentation: FUTURE_ARCHITECTURE.md
Status: ๐ Planned for post-1.0 development
Black Trigram's multiplayer vision extends the single-player combat realism to competitive PvP and cooperative training modes, enabling players to test mastery against human opponents and collaborate in martial arts training.
5.1 PvP Competitive Modes
5.1.1 1v1 Ranked Duel (์ผ๋์ผ ๋ญํฌ์ )
Format: Best of 3 rounds, 60 seconds per round
Matchmaking: ELO-based skill rating with regional preference (US East/West, EU, Asia)
Ranking Tiers:
- Bronze (์ฒญ๋) - 0-1000 ELO
- Silver (์) - 1000-1500 ELO
- Gold (๊ธ) - 1500-2000 ELO
- Platinum (๋ฐฑ๊ธ) - 2000-2500 ELO
- Diamond (๋ค์ด์๋ชฌ๋) - 2500-3000 ELO
- Master (๊ณ ์) - 3000-3500 ELO
- Grandmaster (๋์ฌ) - 3500+ ELO
Rules:
- Character lock after selection (no mid-match archetype change)
- Stance switching allowed (600ms penalty)
- Standard vital point damage with PvP balance adjustments (-10% overall damage for longer matches)
- No healing between rounds (health resets to 100%)
Rewards:
- ELO points: +25 win, -15 loss (adjusted by opponent ELO difference)
- Seasonal rewards: Exclusive cosmetics, titles, achievement badges
- Win streak bonuses: 3-win streak = +10% XP, 5-win = +25% XP, 10-win = exclusive emote
5.1.2 2v2 Team Combat (์ด์ธ์กฐ ํ ์ ํฌ)
Format: Best of 3 rounds, 90 seconds per round, coordinated team tactics
Matchmaking: Team ELO average with role balancing
Team Composition: Players select archetypes before match
Coordinated Stance Synergies:
- Power + Precision: Musa (Geon) + Hacker (Li) = +15% combined damage when both strike same vital point
- Stealth + Flow: Amsalja (Son) + Intelligence (Gam) = +20% counter damage when coordinating attacks
- Defense + Support: Jeongbo (Gan) + Jojik (Gon) = +25% block strength when protecting teammate
Team Abilities:
- Combined Strikes (ํ๊ณต): Both players attack same target vital point within 2 seconds for 1.5x damage multiplier
- Protection Counter (๋ณดํธ๋ฐ๊ฒฉ): One player blocks for teammate, enabling guaranteed counter-attack
- Stance Resonance (์์ธ๊ณต๋ช ): Both players in same stance category (Power/Precision/Flow) = +10% all stats
Communication: Voice chat + quick emotes (attack/defend/retreat/focus target)
5.1.3 Tournament Mode (ํ ๋๋จผํธ)
Format: 8-16 player single-elimination bracket
Schedule: Weekly automated tournaments (Saturday 2PM UTC, 8PM UTC)
Entry: Free for all players, Gold tier+ for ranked tournaments
Prize Pool:
- 1st Place: 10,000 in-game currency, exclusive title "Tournament Champion" (ํ ๋๋จผํธ ์ฑํผ์ธ), golden aura cosmetic
- 2nd Place: 5,000 currency, title "Finalist" (๊ฒฐ์น์ง์ถ์)
- 3rd-4th Place: 2,500 currency, title "Semi-Finalist" (์ค๊ฒฐ์น์ง์ถ์)
Rules:
- Bo3 until finals (Bo5)
- Character pool: Select 3 archetypes, blind pick each match
- Map rotation: Underground Dojang, Cyber Seoul Rooftop, Traditional Temple Courtyard
5.2 Co-op Training Modes
5.2.1 Training Dojang (์๋ จ ๋์ฅ)
Players: 2-4 cooperative
Format: Wave-based AI opponents with progressive difficulty
Progression:
- Wave 1-5: Basic AI opponents, practice combos, 100% health between waves
- Wave 6-10: Intermediate AI, introduce stance counters, 75% health recovery
- Wave 11-15: Advanced AI, adaptive stance switching, 50% health recovery
- Wave 16-20: Master AI, perfect blocks, vital point targeting, 25% health recovery
- Boss Wave 21: Legendary Master (์ ์ค์ ๊ณ ์) with all archetype abilities, 0% recovery
Rewards:
- XP per wave: 50 XP base + 25 XP per difficulty tier
- Completion bonuses: Wave 10 = 500 XP, Wave 20 = 2000 XP, Boss = 5000 XP + cosmetic
- Combo achievements: 10-hit combo = +100 XP, 20-hit = +500 XP, 50-hit = exclusive title
5.2.2 Raid Boss (๋ ์ด๋ ๋ณด์ค)
Players: 4-8 cooperative
Format: Fight against legendary Korean martial arts masters with 10,000+ HP
Boss Types:
- Grandmaster Kim (๊น๋์ฌ): Taekwondo master, emphasizes โฐ Geon and โณ Jin stances, powerful kick techniques
- Shadow Master Park (๋ฐ์์): Hapkido master, flow stance specialist (โต Gam, โฑ Tae), joint locks and throws
- Mountain Sage Lee (์ด์ฐ์ธ): Defensive master (โถ Gan, โท Gon), counterattack specialist, 90% block rate
Mechanics:
- Phase 1 (100%-70% HP): Standard attacks, introduce mechanics
- Phase 2 (70%-40% HP): Rage mode, +30% damage, faster stance switching, summon 2 minions
- Phase 3 (40%-0% HP): Desperate mode, +50% damage, unlocks ultimate techniques, arena hazards
Rewards:
- First completion: 10,000 XP, exclusive boss-themed cosmetic set (dobok, belt, gloves)
- Weekly completion: 5,000 XP, rare crafting materials
- Speed run achievements: <15 min = title "Swift Warrior", <10 min = golden weapon skin
5.3 Leaderboards & Progression
5.3.1 Global Rankings
Categories:
- Overall ELO ranking (all modes combined)
- Archetype-specific rankings (top Musa, Amsalja, etc.)
- Win streak leaderboard (current active streaks)
- Tournament champions (seasonal hall of fame)
Regional Breakdown: US, EU, Asia, Global
Updates: Real-time ELO, daily leaderboard refresh
5.3.2 Season System
Duration: 3 months per season (Q1, Q2, Q3, Q4)
Season Rewards: Exclusive cosmetics, titles, emotes based on final ranking tier
Season 1 Example (Q1 2028):
- Master+ Tier: "Season 1 Master" title, exclusive golden trigram emblem, premium battle pass
- Diamond+ Tier: "Season 1 Diamond" title, silver trigram emblem, standard battle pass
- Gold+ Tier: "Season 1 Gold" title, bronze trigram emblem, 5,000 currency
Season Resets: ELO soft reset (new ELO = (old ELO + 1500) / 2), maintain tier badges
5.4 Multiplayer Technical Architecture
Netcode: WebRTC peer-to-peer for low latency (<50ms target)
Rollback: Rollback netcode for smooth gameplay even with 50-100ms latency
Lag Compensation: Server-side hitbox verification, client-side prediction
Regional Servers: AWS EC2 in US-East, US-West, EU-West, Asia-Pacific
Spectator Mode: Live match viewing with 5-second delay, combat statistics overlay
See: FUTURE_ARCHITECTURE.md for complete multiplayer technical details.
6. Backend-Enabled Progression (์งํ ์์คํ )
Target Release: v2.0 (Q1 2028)
Documentation: FUTURE_ARCHITECTURE.md
Technology: Node.js + Express, PostgreSQL, Redis caching, AWS S3 for save storage
The backend-enabled progression system transforms Black Trigram from a stateless web game into a persistent RPG-style experience with character leveling, skill trees, equipment, and long-term achievement tracking.
6.1 Character Leveling System
Level Range: 1-50
XP Sources:
- Training mode completion: 100-500 XP per session
- PvP wins: 200 XP (ranked), 100 XP (casual)
- Co-op training: 50-500 XP per wave
- Raid boss: 1,000-5,000 XP per completion
- Daily challenges: 250 XP each
- Achievements: 100-1,000 XP per unlock
XP Curve: Exponential scaling
- Level 1โ2: 100 XP
- Level 10โ11: 2,500 XP
- Level 25โ26: 12,500 XP
- Level 49โ50: 50,000 XP
Leveling Rewards:
- Every Level: +5 to all base stats (STR, DEX, INT, WIS, LUK)
- Every 5 Levels: Milestone reward (cosmetic, title, currency)
- Levels 10, 20, 30, 40, 50: Major milestone (skill tree unlock, exclusive cosmetic set)
6.2 Skill Trees Per Archetype
Each archetype has 3 specialization branches with 20+ skills:
Example: ๋ฌด์ฌ (Musa) Skill Tree
Branch 1: ๊ณจ์ ์๊ธธ (Path of Bone Breaking)
- Tier 1: +10% skeletal vital point damage
- Tier 2: +15% critical hit chance on bone strikes
- Tier 3: Unlock "Skull Crusher" technique (90 damage to head)
- Tier 4: +20% stun duration on bone fractures
- Tier 5 (Ultimate): "Martial Devastation" - 3 successive bone strikes deal 300% total damage
Branch 2: ๊ตฐ์ฌ์ ์ (Military Tactics)
- Tier 1: +10% stamina regeneration
- Tier 2: Reduce stance transition cost by 20%
- Tier 3: Unlock "Tactical Retreat" ability (instant evasion, 60s cooldown)
- Tier 4: +15% damage when health >50%
- Tier 5 (Ultimate): "Commander's Resolve" - Invulnerable for 5 seconds, 180s cooldown
Branch 3: ๋ช ์์์ํธ์ (Guardian of Honor)
- Tier 1: +10% block strength
- Tier 2: Successful blocks restore 5% health
- Tier 3: Unlock "Honorable Counter" (perfect block = guaranteed critical counter)
- Tier 4: +20% damage resistance when protecting teammate (v2.0 multiplayer)
- Tier 5 (Ultimate): "Unbreakable Will" - Survive fatal blow with 1 HP, once per match
Skill Points: 1 point per level, 49 points total at level 50 (can max 2.5 branches)
Respec: Available for 5,000 in-game currency or $2.99 real money
6.3 Achievement System
Categories: Combat, Exploration, Training, Multiplayer, Special
Example Achievements:
Combat Achievements:
- "First Blood" - Deal 100 damage in single strike (100 XP, common)
- "Vital Point Master" - Strike all 70 vital points at least once (1,000 XP, rare)
- "Perfect Round" - Win round without taking damage (250 XP, uncommon)
- "One-Strike Warrior" - Win match with single strike (500 XP, rare)
- "Trigram Grandmaster" - Master all 8 stances (5,000 XP, legendary, exclusive title)
Multiplayer Achievements:
- "Duel Victor" - Win 10 ranked matches (500 XP, uncommon)
- "Flawless Victory" - Win ranked match 3-0 (250 XP, uncommon)
- "Team Player" - Win 25 2v2 matches (1,000 XP, rare)
- "Tournament Champion" - Win weekly tournament (5,000 XP, legendary, exclusive cosmetic)
- "Unstoppable" - 10-win streak in ranked (2,000 XP, epic, title "Unstoppable Force")
Total Achievements: 100+ across all categories
6.4 Equipment & Cosmetic System
Equipment Slots (cosmetic only, NO pay-to-win):
- Dobok (uniform): Traditional/modern/cyberpunk styles
- Belt: White โ Black โ Red (+ custom colors)
- Gloves: Bare hands, traditional wraps, tactical gloves, neon gloves
- Shoes: Bare feet, martial arts shoes, cyberpunk boots
- Aura: Stance-specific energy effects (fire, lightning, water, etc.)
Unlock Methods:
- Level milestones (Level 10 = first cosmetic set)
- Achievement rewards (specific cosmetics for hard achievements)
- In-game currency purchases (1,000-5,000 currency per item)
- Battle Pass rewards (10 tiers with exclusive cosmetics)
- Real money purchases ($2-$10 per item, optional)
Customization:
- Color palette editor (primary, secondary, accent colors)
- Particle effect intensity (low/medium/high for auras)
- Victory animation selection (10+ animations, unlock via achievements)
- Emote wheel (8 slots, unlock via achievements or battle pass)
6.5 Global Rankings & Statistics
Player Profile Dashboard:
- Overall stats: Win rate, KO rate, average damage, favorite archetype
- Archetype breakdown: Hours played, win rate, best vital point per archetype
- Stance statistics: Most used stance, highest damage stance, best win rate stance
- Combat analytics: Average critical hit %, preferred vital point targets, stance switching frequency
- Match history: Last 50 matches with replays (saved for 30 days)
Leaderboards:
- Global ELO ranking (updated real-time)
- Regional rankings (US, EU, Asia)
- Archetype-specific rankings (top 100 per archetype)
- Achievement leaderboards (most achievements unlocked)
- Playtime leaderboards (most hours in training/combat)
7. Monetization Strategy (์์ตํ ์ ๋ต)
Philosophy: โ
Ethical Free-to-Play - 100% gameplay free, cosmetics only, NO pay-to-win
Target Release: v1.0 (2026) for cosmetics, v2.0 (2028) for Battle Pass
Black Trigram's monetization follows ethical free-to-play principles: all combat mechanics, archetypes, stances, and vital points are 100% free forever. Revenue comes exclusively from optional cosmetic items that do NOT affect gameplay balance.
7.1 Core Principles
๐ฏ 100% FREE GAMEPLAY:
- All 5 player archetypes (๋ฌด์ฌ, ์์ด์, ํด์ปค, ์ ๋ณด์์, ์กฐ์งํญ๋ ฅ๋ฐฐ)
- All 8 trigram stances (โฐโฑโฒโณโดโตโถโท)
- All 70 vital points with full damage system
- All game modes (Training, Combat, future Multiplayer)
- Complete progression system (levels, skills, achievements)
โ COSMETICS ONLY:
- Character skins (dobok, belts, gloves, shoes)
- Visual effects (auras, particle effects, hit sparks)
- Emotes and victory animations
- UI themes and color palettes
โ NO PAY-TO-WIN:
- NO stat boosts
- NO damage advantages
- NO exclusive techniques
- NO faster progression
- NO loot boxes or gambling mechanics
7.2 Monetization Tiers
7.2.1 Individual Cosmetic Items
Pricing Structure:
- Basic Cosmetics: $2-$3 (simple color variants, basic auras)
- Premium Cosmetics: $5-$7 (animated effects, unique designs, Korean traditional patterns)
- Legendary Cosmetics: $10 (full character sets, elaborate particle effects, exclusive animations)
Examples:
- "Neon Cyber Dobok" - $5 (cyberpunk-themed uniform with glowing Korean characters)
- "Golden Dragon Aura" - $7 (golden particle effect with Korean dragon patterns)
- "Master's Victory" - $3 (traditional Korean martial arts bow victory animation)
- "Trigram Fire Set" - $10 (complete fire-themed cosmetic set with aura, dobok, belt, gloves)
Rotation: Weekly featured items (20% discount), monthly exclusive cosmetics
7.2.2 Battle Pass (์ ํฌ ํจ์ค)
Launch: v2.0 (Q1 2028) with multiplayer
Price: $10 per season (3 months)
Structure: 50 tiers with cosmetic rewards
Free Tier Rewards (available to all players):
- Tier 5: Basic color palette
- Tier 10: Emote
- Tier 20: Basic aura
- Tier 30: Dobok skin
- Tier 40: Victory animation
- Tier 50: Exclusive title "Season Champion"
Premium Tier Rewards ($10 unlock):
- Tier 1: Instant 1,000 in-game currency
- Tier 5: Premium dobok variant
- Tier 10: Animated aura
- Tier 15: Emote pack (3 emotes)
- Tier 20: Legendary belt skin
- Tier 25: Premium gloves + shoes set
- Tier 30: Exclusive Korean traditional pattern dobok
- Tier 35: Mythic aura with Korean calligraphy
- Tier 40: Full cosmetic set (dobok, belt, gloves, shoes)
- Tier 45: Victory animation pack (5 animations)
- Tier 50: Mythic complete set + exclusive title "Premium Master"
XP Sources:
- Daily challenges: 3 per day, 500 Battle Pass XP each
- Weekly challenges: 3 per week, 2,500 Battle Pass XP each
- Ranked wins: 200 Battle Pass XP per win
- Co-op training: 100 Battle Pass XP per session
Target: 30-40 hours gameplay to complete free tier, 60-80 hours for premium tier (achievable in 3 months with regular play)
7.2.3 DLC Expansions (ํ์ฅํฉ)
Future Content (post-v2.0, 2028-2030):
DLC #1: "Dark Ops Techniques" (์ํ์์ ๊ธฐ์ ) - $15
- New archetype: "Special Ops Agent" (ํน์์์) with 15 Dark Ops techniques
- 5 new vital points (military-grade lethal strikes)
- Exclusive story campaign (10 missions)
- 10+ cosmetics themed around Korean special forces
DLC #2: "Traditional Masters" (์ ํต ๊ณ ์) - $20
- 3 new archetypes: Taekwondo Master, Hapkido Master, Taekyon Master
- Historical training scenarios (learn traditional Korean martial arts)
- 20+ traditional Korean cosmetics (hanbok-inspired doboks, traditional weapons)
- Documentary-style educational content (real Korean martial arts history)
DLC #3: "Cyber Seoul Expansion" (์ฌ์ด๋ฒ ์์ธ) - $25
- New game mode: "Underground Tournament" (์งํ ํ ๋๋จผํธ) with 10 unique arenas
- 2 new archetypes: "Corporate Enforcer", "Underground Champion"
- 30+ cyberpunk Korean-themed cosmetics
- Expanded story campaign (20 missions in futuristic Seoul)
Bundle Pricing: All DLCs for $50 (17% discount from $60 individual)
7.3 In-Game Currency System
Currency Name: "๊ธฐ (Ki)" - Matches the game's Korean martial arts theme
Earn Ki:
- Training mode completion: 50-200 Ki
- Ranked wins: 100 Ki
- Daily login: 50 Ki (7-day streak bonus: 500 Ki)
- Daily challenges: 100 Ki each (3/day = 300 Ki max)
- Weekly challenges: 500 Ki each (3/week = 1,500 Ki max)
- Achievements: 100-5,000 Ki per achievement
Spend Ki:
- Basic cosmetics: 1,000-3,000 Ki
- Premium cosmetics: 5,000-10,000 Ki
- Skill tree respec: 5,000 Ki
- Custom color palettes: 2,000 Ki
- Emotes: 1,500-3,000 Ki
- Victory animations: 2,500-5,000 Ki
Real Money Purchase:
- 1,000 Ki = $1
- 5,000 Ki = $4 (20% bonus)
- 10,000 Ki = $7.50 (25% bonus)
- 25,000 Ki = $17.50 (30% bonus)
- 50,000 Ki = $30 (40% bonus)
Balance: Players can earn ~2,000 Ki/week through free gameplay (daily challenges + ranked play), enough for 1 cosmetic item per 2-3 weeks without spending money.
7.4 Revenue Projections & Fairness
Target Conversion Rate: 5-10% of players purchase cosmetics or Battle Pass
Average Revenue Per Paying User (ARPPU): $15-$30 per year
Estimated Monthly Revenue (at 10,000 active players):
- 500-1,000 paying players ร $2.50 average/month = $1,250-$2,500/month
- Sustainable for small team development costs ($5,000-$10,000/month)
Fairness Metrics:
- 0% pay-to-win advantage (no stat boosts, EVER)
- 100% gameplay free (all combat mechanics accessible)
- ~95% cosmetics earnable through gameplay (only 5% real-money exclusive)
- Transparent pricing (no hidden costs, no loot boxes, no gambling)
7.5 Community Transparency
Monetization Disclosure:
- Clear "Cosmetic Only" labels on all purchasable items
- Public documentation of pricing structure
- Community input on pricing via surveys
- Annual monetization report (revenue breakdown, where money goes)
Community Promises:
- Never add pay-to-win mechanics (legally binding commitment)
- All future archetypes will be free (DLC adds content, not power)
- Loot boxes/gambling will never be added
- Pricing will remain fair (community vote on price changes)
8. Balance Philosophy (๋ฐธ๋ฐ์ค ์ฒ ํ)
Current Status: โ
Balanced within 48-52% win rate target (Q1 2026)
Documentation: game-status.md
Black Trigram's balance philosophy prioritizes skill-based gameplay where player mastery (vital point knowledge, stance switching, timing) determines victory, not archetype choice or pay-to-win advantages.
8.1 Core Balance Principles
8.1.1 Rock-Paper-Scissors Stance System
Philosophy: No single stance dominates; all 8 stances have counters
Balance Matrix:
- Power Stances (๊ฑด, ์ง, ๊ณค) beat Precision Stances (๋ฆฌ, ์, ๊ฐ)
- Flow Stances (ํ, ๊ฐ) beat Power Stances (๊ฑด, ์ง, ๊ณค)
- Precision Stances (๋ฆฌ, ์, ๊ฐ) beat Flow Stances (ํ, ๊ฐ)
Design Goal: Each stance wins 50% of matchups on average, encouraging dynamic stance switching during combat.
Measurement: Stance usage rates target 10-15% each (no single stance >20% usage)
8.1.2 Archetype Diversity
Philosophy: All 5 archetypes viable, no "best" archetype
Balance Targets:
- Win Rate: 48-52% for each archetype (within 4% of each other)
- Pick Rate: 16-24% for each archetype (no archetype <10% or >30%)
- Skill Expression: High skill ceiling for all archetypes (reward mastery)
- Playstyle Diversity: Each archetype feels distinct with unique strengths
Current Metrics (Q1 2026):
- โ All archetypes within 48-52% win rate
- โ Pick rates balanced (16-24% range)
- โ Skill ceiling validated through tournament play
8.1.3 Skill-Based Gameplay
Design Goal: Skill > Archetype choice > Luck
Skill Factors (in order of impact):
- Vital Point Knowledge (40% impact): Knowing which vital point to target in each situation
- Stance Management (25% impact): Switching to counter opponent's stance
- Timing & Precision (20% impact): Landing critical hits, perfect blocks
- Resource Management (10% impact): Ki/Stamina economy
- Adaptation (5% impact): Reading opponent patterns, adjusting strategy
Anti-Frustration Measures:
- NO instant-kill combos (max 60% health in single combo)
- Comeback mechanics (desperation abilities when health <30%)
- Defensive options always available (blocking, dodging, stance switching)
- Clear visual telegraphs for all attacks (wind-up animations, 3-5 frames)
8.2 Current Balance Metrics (Q1 2026)
Archetype Win Rates:
| Archetype | Win Rate | Change from Dec 2025 |
|---|---|---|
| ๋ฌด์ฌ (Musa) | 51% | +1% (slight buff to bone-breaking) |
| ์์ด์ (Amsalja) | 49% | -1% (stealth nerf for balance) |
| ํด์ปค (Hacker) | 50% | 0% (perfect balance) |
| ์ ๋ณด์์ (Jeongbo) | 48% | +2% (defensive buff) |
| ์กฐ์งํญ๋ ฅ๋ฐฐ (Jojik) | 52% | 0% (high skill ceiling) |
Stance Usage Rates:
| Stance | Usage Rate | Win Rate | Balanced? |
|---|---|---|---|
| โฐ ๊ฑด (Geon) | 14% | 50% | โ Yes |
| โฑ ํ (Tae) | 13% | 49% | โ Yes |
| โฒ ๋ฆฌ (Li) | 15% | 51% | โ Yes |
| โณ ์ง (Jin) | 12% | 52% | โ Yes |
| โด ์ (Son) | 11% | 48% | โ Yes (monitor) |
| โต ๊ฐ (Gam) | 12% | 50% | โ Yes |
| โถ ๊ฐ (Gan) | 10% | 49% | โ ๏ธ Low usage, buff next patch |
| โท ๊ณค (Gon) | 13% | 51% | โ Yes |
Target: All stances 10-15% usage, all within 48-52% win rate
8.3 Ongoing Balance Process
Monthly Patches:
- Analyze tournament meta (top 100 players)
- Review community feedback (Reddit, Discord, forums)
- Adjust vital point damage values (+/- 5 damage max)
- Tweak stance bonuses (+/- 5% max)
- Buff underused archetypes, nerf overperforming
Balance Team:
- Lead Designer: Reviews overall metrics
- Community Manager: Collects player feedback
- Pro Players: Consult on high-level meta
- Data Analyst: Tracks win rates, usage rates, match data
Transparency:
- Monthly balance report published (what changed, why)
- Patch notes with detailed explanations (not just "buffed X")
- Community discussion before major changes (2-week feedback period)
8.4 Future Balance Considerations (v2.0+)
Multiplayer Balance Adjustments:
- PvP damage modifier: -10% overall (longer matches for spectator enjoyment)
- Team mode synergies: Balanced to prevent dominant combos
- Tournament ban/pick system: Players can ban 1 archetype, ensuring meta diversity
Progression Balance:
- Skill tree balancing: Ensure no "must-pick" talents (all branches viable)
- Level advantages minimized: Max +25% stats at level 50, still beatable by level 1 with skill
- Cosmetic-only monetization maintained: NO pay-to-win EVER (legally binding)
9. Realistic Combat System
9.1 Core Body Mechanics
Health & Combat System (๊ฑด๊ฐ ๋ฐ ์ ํฌ ์ฒด๊ณ):
- 100% Combat Ready โ 80% Light Damage โ 60% Moderate Damage โ 40% Heavy Damage โ 20% Critical Damage โ 0% Incapacitated
Pain Response System (๊ณ ํต ๋ฐ์ ์ฒด๊ณ):
- ์ถฉ๊ฒฉํต (Shock Pain): Instant reaction affecting all abilities
- ๋์ ์ธ์ (Cumulative Trauma): Progressive damage impairment
- ํต์ฆ๊ณผ๋ถํ (Pain Overload): Complete incapacitation
- Current Status: โ 100% production-ready, 37 tests passing
Consciousness Levels (์์ ์์ค):
- ์ ํฌ๊ฐ์ฑ (Combat Alert) โ ํผ๋์ํ (Disoriented) โ ๊ธฐ์ ์ง์ (Stunned) โ ๋ฌด์์ (Unconscious)
- Current Status: โ 100% production-ready, 36 tests passing
Balance & Vulnerability (๊ท ํ ๋ฐ ์ทจ์ฝ์ฑ):
- ๐ข ์ค๋น์๋ฃ (READY) โ ๐ก ๋์์ํ (SHAKEN) โ ๐ ์ทจ์ฝ์ํ (VULNERABLE) โ ๐ด ๋ฌด๋ ฅ์ํ (HELPLESS)
Grappling System (์ก๊ธฐ ์ฒด๊ณ) โจ NEW:
- ๐ค Grip Mechanics: Authentic Hapkido/Ssireum techniques with decay over time
- ๐ช Escape System: Difficulty based on stamina, stance advantages (GON/GAN)
- ๐ State Transitions: GRAPPLING (controlling) โ GRAPPLED (controlled)
- ๐ฏ Stance Advantages: GON (Earth) +30% grip strength, GAN (Mountain) +15% escape
- Current Status: โ 95% production-ready, 4 animation states, 34 tests passing
Limb Exposure & Counter-Attacks (์ฌ์ง ๋ ธ์ถ ๋ฐ ๋ฐ๊ฒฉ) โจ NEW:
- ๐ฏ Vulnerability Windows: 300-400ms exposure during attack execution
- โก Counter Opportunities: Exploit exposed limbs (ankle, knee, elbow, wrist)
- ๐ฅ Damage Multipliers: 1.5x-2.5x damage during vulnerability windows
- ๐ฆด Breaking Techniques: Joint/limb breaking with injury severity
- ๐ค AI Integration: Defensive archetypes prioritize counter-attacks (Musa, Amsalja)
- ๐ Priority System: Counter-attacks evaluated at AI decision priority 2
- Current Status: โ 100% production-ready, 132 tests passing, full AI integration
9.2 Visual & Audio Feedback
Blood & Trauma System: Progressive damage visualization (bruising, cuts, bleeding)
Realistic Sound Design: Bone breaking (๊ณจ์ ์), flesh impact (ํ๊ฒฉ์), joint manipulation (๊ด์ ์), breathing effects (ํธํก์), grappling sounds (์ก๊ธฐ์)
Body Response Animation: Pain reactions (ํต์ฆ๋ฐ์), balance loss (๊ท ํ์์ค), unconsciousness (๋ฌด์์์ํ), injury adaptation (์์์ ์), grappling struggles (ํ์ถ์๋)
Limb Exposure Visual Indicators โจ NEW:
- ๐ด 3D Glow Effects: Red/orange glow on exposed limbs during vulnerability windows
- โฑ๏ธ Timing HUD: Circular progress timer showing remaining opportunity window
- ๐จ Color-Coded Intensity: Gold (<1.5x) โ Orange (1.5-2.0x) โ Red (โฅ2.0x breaking opportunities)
- ๐ฑ Mobile Optimized: 60% intensity reduction for performance
- ๐ฌ Bilingual Labels: Korean-English ("๋ฐ๊ฒฉ ๊ธฐํ" / "Counter Opportunity")
Grappling Visual Feedback โจ NEW:
- โจ Particle System: 20-50 struggle particles showing resistance intensity
- ๐ Grip Strength Meter: Real-time display of grapple control strength
- ๐จ State-Dependent Colors: Blue (controlling) vs Red (being controlled)
- ๐ฑ Mobile Optimized: 60% particle reduction for 55fps+ performance
Current Status: โ 97% complete, 60fps performance validated, visual indicators for all combat states
10. Game Modes & Training
1. ํด๋ถํ ์ฐ๊ตฌ (Anatomical Study): Learn 70 vital points, effects, and combat applications
2. ๋ฌด์ ๊ธฐ๋ฒ (Martial Techniques): Master 8 trigram stances and Korean martial arts
3. ์ค์ ํ๋ จ (Combat Training): Practice against AI opponents with progressive difficulty
4. ์ ์ ์์ (Mental Cultivation): Build pain tolerance, focus, fear management
Future Modes (v2.0):
- Underground Tournament (์งํ ํ ๋๋จผํธ): Ranked competitive play
- Team Dojang (ํ ๋์ฅ): 2v2 cooperative training
- Raid Boss (๋ ์ด๋ ๋ณด์ค): 4-8 player legendary master fights
11. Technical Implementation
Engine: React 19 + Three.js (@react-three/fiber, @react-three/drei)
Languages: TypeScript (strict mode), GDScript (future Godot port consideration)
Audio: Howler.js with spatial audio for realistic combat sounds
Performance: 60fps target desktop, 55fps+ mobile, <0.01ms vital point collision checks
Test Coverage: 76% overall, 95% for new combat systems (Vitest + Cypress)
Combat System Architecture:
- CombatSystemController (src/systems/CombatSystem.ts)
- TrigramSystemFactory (src/systems/TrigramSystem.ts)
- VitalPointSystemFactory (src/systems/VitalPointSystem.ts)
- DamageCalculationEngine with anatomical precision
See: COMBAT_ARCHITECTURE.md for complete technical details (2,416 lines)
12. Cultural Integration
12.1 Korean Martial Arts Authenticity
Traditional Techniques: Based on actual Korean martial arts (Taekwondo ํ๊ถ๋, Hapkido ํฉ๊ธฐ๋, Taekyon ํ๊ฒฌ, Yusul ์ ์ )
Authentic Terminology: Traditional Korean names with combat translations (70 vital points, 8 stances, 5 archetypes)
Historical Context: Real Korean military and martial arts history (Dark Ops techniques from Korean special forces)
Philosophical Foundation: Genuine I Ching (์ฃผ์ญ) principles in combat application (8 trigrams represent natural forces)
12.2 Educational Value
Martial Education (๋ฌด์ ๊ต์ก): Real anatomy and combat learning (70 vital points with physiological effects)
Traditional History (์ ํต์ฌ): Korean fighting tradition education (Taekwondo stances, Hapkido techniques)
Safety Awareness (์์ ์์): Understanding technique consequences (clear warnings about real-world application)
First Aid Training (์๊ธ์ฒ์น): Basic medical response to injuries (educational content)
12.3 Cultural Authenticity
Korean Language: Bilingual UI (Korean primary, English secondary), authentic pronunciation
Traditional Music: ๊ฐ์ผ๊ธ (Gayageum), ์ฅ๊ตฌ (Janggu) blended with cyberpunk aesthetics
Cyberpunk Korean Aesthetics: Neon Hangul characters, underground dojang, traditional + modern fusion
Respectful Representation: Consultation with Korean martial arts masters for authenticity
๐ Summary & Status
Overall Implementation: 9.4/10 (Production-Ready, Q1 2026)
Combat Realism: 13/13 systems complete (100%), production-ready โ
Vital Points: 100% complete (70/70), fully documented
Trigram Stances: 100% complete (8/8), all transitions implemented
Player Archetypes: 100% complete (5/5), balanced within 48-52% win rate
Grappling System: 95% complete, 4 animation states, 34 tests passing โจ
Limb Exposure/Counter-Attacks: 100% complete, AI integration, 132 tests passing โจ
Test Coverage: 75%+ overall (518 tests), 100% for new combat systems
Performance: 60fps maintained desktop, 55fps+ mobile, <0.01ms vital point checks
v1.0 Release Target: Q2 2026
v2.0 Multiplayer: Q1 2028
v3.0 AI Instructor: Q1 2030
See Also:
COMBAT_ARCHITECTURE.md- Complete combat system technical implementationFUTURE_ARCHITECTURE.md- Evolutionary roadmap and v2.0+ visiongame-status.md- Current implementation metrics and progress trackingREADME.md- Project overview and quick start guide
Black Trigram (ํ๊ด): Authentic Korean martial arts combat simulator with anatomical precision, cultural respect, and ethical free-to-play monetization. Master 70 vital points, 8 trigram stances, and 5 distinct archetypes in realistic 3D combat powered by Three.js at 60fps.
์ด๋ ์ ๋ฌด์๋ก ์๋ฒฝํ ์ผ๊ฒฉ์ ์ถ๊ตฌํ๋ผ - Master the dark arts through the pursuit of the perfect strike