From 4c6dc94d5e50b4a28d15b17a7caf16537e68f5cd Mon Sep 17 00:00:00 2001 From: VinPropane Date: Fri, 3 Apr 2026 19:22:03 -0400 Subject: [PATCH] chore: defer recruitment channel until broader vision --- docs/game-design/gigs.md | 6 ++---- docs/game-design/overview.md | 4 ++-- docs/game-design/skills.md | 2 +- 3 files changed, 5 insertions(+), 7 deletions(-) diff --git a/docs/game-design/gigs.md b/docs/game-design/gigs.md index 102b1ae..a0e0d8a 100644 --- a/docs/game-design/gigs.md +++ b/docs/game-design/gigs.md @@ -67,9 +67,7 @@ Earlier drafts implied a **dedicated LFG UI** (tags, filters). That is **not** d **Design intent (UI-agnostic):** gigs still give **shared vocabulary**—“need mitigation,” “need cleanse,” “LF damage”—whether typed in chat or, later, picked from a structured browser. **Encounter** and **scaling** design can reason about **niches** without assuming any specific recruitment feature ships. -**Open — product / client:** - -- **Recruitment channel:** chat-only vs **built-in LFG/matchmaking** vs hybrid; scope for **launch** vs later. +**Recruitment channel — deferred:** whether we ship **chat-only**, a **built-in LFG/matchmaking** tool, or a **hybrid** is **not** something to lock now. Revisit once **social, zone, and session vision** are further along; the **conditional LFG design** below stays ready if we build a tool. **If we ship an LFG-style tool** (common in modern MMOs)—**agreed direction, conditional on building it:** @@ -108,7 +106,7 @@ Detail: seams table in [skills.md](skills.md). | Gig roster size & names | Small launch set; clear niches | Open | | Gig XP award timing | **Main gig only**; **sub-gig** earns no XP (level that gig as main to progress it) | Agreed | | Sub-gig + consumable amp (passive) | **Sub counts**; main **or** sub can trigger passive amp | Agreed | -| Recruitment channel | Chat-only vs LFG/matchmaking vs hybrid; launch scope | Open | +| Recruitment channel | **Deferred**—revisit with broader game/social vision; options remain chat / tool / hybrid | Deferred | | LFG tool *(if shipped)* | **Niche** listings; **gig + loadout** eligibility per archetype; **multi-select** among qualified niches (player choice) | Agreed (conditional) | | PvP gig rules | — | Open | diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index e3ba211..8152702 100644 --- a/docs/game-design/overview.md +++ b/docs/game-design/overview.md @@ -13,14 +13,14 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression | Document | Focus | Notes | |----------|--------|--------| | [skills.md](skills.md) | Hybrid progression; vocabulary; gigs ↔ skills seams | With [gigs.md](gigs.md) | -| [gigs.md](gigs.md) | Combat gigs: roster, hub swap, sub-gig, party/encounters, PvP (open) | LFG **if shipped:** niche + loadout eligibility | +| [gigs.md](gigs.md) | Combat gigs: roster, hub swap, sub-gig, party/encounters, PvP (open) | Recruitment channel **deferred**; niche LFG **if** tool ships | | *(add rows as files land)* | | | ### Planned topics (stubs) Link new files here when they exist; remove or rewrite this subsection once the table is populated. -- **Gigs** — [gigs.md](gigs.md): combat roles, hub swap, sub-gig, progression, party/encounters (LFG tool vs chat **open**). **Skills** (non-combat): [skills.md](skills.md). *Professions* stay folded into **skills** + rep unless a future doc defines something separate. +- **Gigs** — [gigs.md](gigs.md): combat roles, hub swap, sub-gig, progression, party/encounters; recruitment channel **deferred** until more vision exists. **Skills** (non-combat): [skills.md](skills.md). *Professions* stay folded into **skills** + rep unless a future doc defines something separate. - **Zones** — tone, danger, faction or economic role of a place. - **Travel & connections** — how places link (gates, costs, downtime, danger en route); complements zone identity. - **Mechanics** — loops, constraints, what the server vs. client must honor. diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 3c3b6e4..57ea126 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -88,6 +88,6 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech ## Next artifacts -- **[gigs.md](gigs.md)** — gig roster, hub UX, recruitment (chat vs tool **open**), PvP (started; extend there). +- **[gigs.md](gigs.md)** — gig roster, hub UX, recruitment channel **deferred**, PvP (started; extend there). - **Abilities** — **gig-locked** vs. **item-locked** vs. **skill-gated**. - **Items** — **equip:** gig rules; **craft:** **skills** (and recipe/rep), never gig level.