- Domain Driven Design
- Ubiquitous Language
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Gamification
- User: A registered person who uses the system.
- Character: The gamified representation of the user, with level, statistics, and resources.
- Statistics: Numerical attributes of the character (strength, constitution, intelligence, maximum health, maximum mana).
- Experience Points (XP): Accumulated value that determines progression.
- Level: The character’s progression state determined by XP.
- Health Points (HP): Resource representing the character’s health.
- Mana: Resource used to cast spells.
- Progression: The set of rules governing growth and advancement.
- Level Up: Event that increases the character’s level.
- Bonus: Temporary or permanent increase to statistics.
Habit
- Habit: A recurring commitment defined by the user.
- Frequency: Time-based rule that determines when a habit must be completed.
- Difficulty: Parameter that influences the amount of XP gained.
- Tag: Categorical label associated with a habit.
- Completion: Action indicating that the habit has been fulfilled.
- Missed Completion: Event indicating that the habit was not completed within the expected timeframe.
- Penalty: Loss of HP caused by a missed completion.
- Habit Plan: The set of active habits of a user.
Reminder
- Reminder: Scheduled notification associated with a habit.
- Schedule: Time configuration that determines when to send a reminder.
- Notification: Message sent to the user to remind them of a habit.
Shop & Inventory
- Item: Entity purchasable in the shop.
- Consumable: Item with an immediate effect (HP healing, mana restoration).
- Equipment: Item that provides bonuses while equipped.
- Inventory: Collection of owned items.
- Equip: Action of activating an item.
- In-Game Currency: Resource used to purchase items.
- Catalog: Set of items available in the shop.
Guild
- Guild: Group of users who collaborate.
- Guild Member: User belonging to a guild.
- Role: Permission level within the guild (leader, officer, member).
- Invitation: Request to join a guild.
- Membership: State that binds a user to a guild.
Messaging
- Guild Chat: Communication channel among guild members.
- Message: Text communication sent in the chat.
- Message History: Archive of past communications.
Combat
- Boss Fight: Cooperative event against a boss.
- Boss: Entity with its own HP to be defeated.
- Attack: Action that deals damage.
- Spell: Special action that consumes mana.
- Damage: Value subtracted from the target’s HP.
- Effect: Temporary modification applied during combat.
- Combat Reward: Prize obtained upon victory.
Quest
- Quest: Challenge composed of a set of habits.
- Public Quest: Challenge open to all users.
- Guild Quest: Challenge reserved for guild members.
- Quest Participation: Act of joining a quest.
- Quest Progress: Advancement state toward objectives.
- Quest Reward: Prize obtained upon completion.