From 6602f78b4b747afb91e5516f9e0b4bc8a93dd9c9 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Fri, 3 Apr 2026 22:30:11 -0400 Subject: [PATCH] chore: add game-design death-loss-recovery doc - Add death-loss-recovery.md (E5.M1, E3.M4, E6.M3, recovery, PvE vs PvP) - Cross-link from overview (incl. combat stub), progression, skills, gigs, items, economy, gathering, crafting, abilities, README - Extend docs-review-agent ground truth for death/loss --- .cursor/rules/docs-review-agent.md | 2 +- docs/game-design/README.md | 2 +- docs/game-design/abilities.md | 1 + docs/game-design/crafting.md | 1 + docs/game-design/death-loss-recovery.md | 77 +++++++++++++++++++++++++ docs/game-design/economy.md | 5 +- docs/game-design/gathering.md | 3 +- docs/game-design/gigs.md | 1 + docs/game-design/items.md | 7 ++- docs/game-design/overview.md | 8 ++- docs/game-design/progression.md | 1 + docs/game-design/skills.md | 3 +- 12 files changed, 99 insertions(+), 12 deletions(-) create mode 100644 docs/game-design/death-loss-recovery.md diff --git a/.cursor/rules/docs-review-agent.md b/.cursor/rules/docs-review-agent.md index d90710b..23f8ab0 100644 --- a/.cursor/rules/docs-review-agent.md +++ b/.cursor/rules/docs-review-agent.md @@ -26,7 +26,7 @@ Use this rule when the user is working in **`docs/`** (design, decomposition, pl ## Ground truth (required to check) 1. **Same folder and upstream links** — Read every `docs/...` link from the target doc(s); verify paths exist and headings match intent. -2. **Hybrid progression** — `docs/game-design/progression.md`, `skills.md`, `gigs.md`, `abilities.md`, `items.md`, `gathering.md`, `crafting.md`, `economy.md`: **Gig** = combat role; **Skill** = non-combat; **combat abilities** = gig kit (+ item channels per data); **Seams** live in `skills.md` unless a dedicated doc supersedes. **Combat encounters** → **gig XP** only (no default skill XP from the fight loop). **Gather / craft** → **skill XP** (see `gathering.md`, `crafting.md`, Epic 3)—not **gig** XP. **Mission/quest rewards** may grant **skill XP**, **currency**, or **items** when explicitly defined (`progression.md`, `economy.md`)—separate from the encounter **gig XP** path. **Economy** faucets/sinks and trade (`economy.md`) do not re-gate **craft** on **gig** (see `items.md` / Seams). +2. **Hybrid progression** — `docs/game-design/progression.md`, `skills.md`, `gigs.md`, `abilities.md`, `items.md`, `gathering.md`, `crafting.md`, `economy.md`, `death-loss-recovery.md`: **Gig** = combat role; **Skill** = non-combat; **combat abilities** = gig kit (+ item channels per data); **Seams** live in `skills.md` unless a dedicated doc supersedes. **Combat encounters** → **gig XP** only (no default skill XP from the fight loop). **Gather / craft** → **skill XP** (see `gathering.md`, `crafting.md`, Epic 3)—not **gig** XP. **Mission/quest rewards** may grant **skill XP**, **currency**, or **items** when explicitly defined (`progression.md`, `economy.md`)—separate from the encounter **gig XP** path. **Economy** faucets/sinks and trade (`economy.md`) do not re-gate **craft** on **gig** (see `items.md` / Seams). **Death / loss / recovery** (`death-loss-recovery.md`): server-authoritative combat death; item stakes via **E3.M4** / **E5.M1**; **PvP** loss **E6.M3** vs **PvE** **open**; **cybernetics** vs external **gear** per **Seams**. 3. **Decomposition** — Map claims to `docs/decomposition/epics/` and `docs/decomposition/modules/` where relevant; flag **conflicts** (e.g. “combat skill” vs skills-as-non-combat). **CI** enforces a minimal guard via [`scripts/check_decomposition_language.py`](../../scripts/check_decomposition_language.py) in the **PR gate** (extend the script if a vetted exception is needed). 4. **Plans** — If work maps to `docs/plans/`, check for **acceptance criteria** vs design doc (same spirit as [code-review-agent](code-review-agent.md) plan alignment). diff --git a/docs/game-design/README.md b/docs/game-design/README.md index 4f1e3ef..842fb0c 100644 --- a/docs/game-design/README.md +++ b/docs/game-design/README.md @@ -6,6 +6,6 @@ **Brainstorm-only** (not specs): [`brainstorm/`](brainstorm/README.md). -Non-implementation notes: **gigs** (combat roles), **skills** (non-combat), **[abilities](abilities.md)** (what players trigger), **[items](items.md)** (loot, craft, equip), **[gathering](gathering.md)** (resource nodes, yields), **[crafting](crafting.md)** (recipes, pipeline), **[economy](economy.md)** (faucets, sinks, trade), zones, mechanics, and other design artifacts before they are tied to concrete systems or tickets. +Non-implementation notes: **gigs** (combat roles), **skills** (non-combat), **[abilities](abilities.md)** (what players trigger), **[items](items.md)** (loot, craft, equip), **[gathering](gathering.md)** (resource nodes, yields), **[crafting](crafting.md)** (recipes, pipeline), **[economy](economy.md)** (faucets, sinks, trade), **[death-loss-recovery](death-loss-recovery.md)** (stakes, recovery), zones, mechanics, and other design artifacts before they are tied to concrete systems or tickets. Implementation-facing breakdowns stay under [`docs/decomposition/`](../decomposition/README.md) and plans under [`docs/plans/`](../plans/). diff --git a/docs/game-design/abilities.md b/docs/game-design/abilities.md index 38ed017..87ed7eb 100644 --- a/docs/game-design/abilities.md +++ b/docs/game-design/abilities.md @@ -61,6 +61,7 @@ Vision for **what the player triggers** in play: combat **kits**, non-combat **s | Gathering (skill XP, nodes—not gig) | [gathering.md](gathering.md) | | Crafting (bench skill vs gig combat use) | [crafting.md](crafting.md) | | Economy (trade, sinks—gig does not gate craft) | [economy.md](economy.md) | +| Death / loss (combat death, gear stakes) | [death-loss-recovery.md](death-loss-recovery.md) | | Seams (gear, craft, consumables) | [skills.md](skills.md) | | Hybrid vocabulary | [progression.md](progression.md) | | Encounter rewards + combat hooks | [Epic 5](../decomposition/epics/epic_05_pve_combat.md), [Epic 7](../decomposition/epics/epic_07_quest_faction.md) | diff --git a/docs/game-design/crafting.md b/docs/game-design/crafting.md index 4e65d66..ec3eb08 100644 --- a/docs/game-design/crafting.md +++ b/docs/game-design/crafting.md @@ -74,3 +74,4 @@ Authoritative **recipe graph** is **data** (`RecipeDef`); design intent: | Epic 3 craft slice | [Epic 3 — Slice 3 (Recipes pipeline)](../decomposition/epics/epic_03_crafting_economy.md#epic-3-slice-3) | | Gather slice (inputs) | [Epic 3 — Slice 2 (Gather nodes)](../decomposition/epics/epic_03_crafting_economy.md#epic-3-slice-2) | | Economy (sinks, trade, tuning) | [economy.md](economy.md) | +| Death / loss (durability, repair) | [death-loss-recovery.md](death-loss-recovery.md) | diff --git a/docs/game-design/death-loss-recovery.md b/docs/game-design/death-loss-recovery.md new file mode 100644 index 0000000..af21d06 --- /dev/null +++ b/docs/game-design/death-loss-recovery.md @@ -0,0 +1,77 @@ +# Death, loss & recovery + +Vision for **what happens when a character fails** (especially in **combat**): **item** stakes, **durability** and **destruction**, **recovery** flow, and **anti-grief** boundaries—without duplicating **combat ability** design ([abilities.md](abilities.md)) or full **risk tier** rules (stub in [overview.md](overview.md); future **risk** doc). + +**Combat resolution & death event:** [E5.M1 — CombatRulesEngine](../decomposition/modules/E5_M1_CombatRulesEngine.md) is **server-authoritative** for outcomes including **death** ([client vs server authority](../decomposition/modules/client_server_authority.md)); telemetry includes `player_death` per [Epic 5](../decomposition/epics/epic_05_pve_combat.md). + +**Item wear and sinks:** [E3.M4 — SinkAndDurabilityLifecycle](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) (`DurabilityState`, `ItemSinkEvent`, `RepairCostRule`)—**repair** and **decay** tie into [economy.md](economy.md) **sinks** and [items.md](items.md) **rarity** expectations. + +**PvP-context loss & abuse:** [E6.M3 — LossPenaltyAndAntiGriefRules](../decomposition/modules/E6_M3_LossPenaltyAndAntiGriefRules.md) (`PvPLossRule`, `SpawnProtectionState`, `GriefingStrike`) with hooks to [E9.M4 — IntegrityAndAbuseResponse](../decomposition/modules/E9_M4_IntegrityAndAbuseResponse.md) ([Epic 6](../decomposition/epics/epic_06_pvp_security.md)). Order with combat: [pvp integration](../decomposition/modules/pvp_combat_integration.md) — eligibility → resolution → **loss** rules. + +**Item schema:** per-item state lives on **`ItemInstance`** ([E3.M3](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md)). **Cybernetics** vs **external armor** on death/loss follow [skills.md — Seams](skills.md#seams-gigs-skills) (**chrome** is **semi-permanent**; loadout **gear** is **swap-friendly**). + +## PvE vs PvP (design intent) + +- **PvE-first** product stance ([Epic 6](../decomposition/epics/epic_06_pvp_security.md) objective): default **loss** in **opt-in** or **high-tier** spaces can be **harsher** than in **safe** hubs; exact **banding** is a **risk** / **security tier** doc (**TBD**). +- **PvP death** applies **E6.M3** rules (drops, durability hits, flags)—not necessarily the same table as **PvE wipe** (**open** until PvP vision lands; [gigs.md](gigs.md) **PvP** notes). +- **Skill** and **gig** **progression** are **not** assumed to **reset** on death—loss is primarily **items**, **currency** (if any), **buffs**, and **position** unless a **hardcore** mode or **content** says otherwise (**open**). + +## Loss lenses (what can be taken or broken) + +| Lens | Design notes | +|------|----------------| +| **Durability** | Wear on use / death / repair loops ([E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md)) | +| **Drop on death / corpse** | **Lootable** body, **partial** drop, or **no** drop by **security tier**—**open**; drives **economy** and **grief** surface ([economy.md](economy.md)) | +| **Consumables** | Already **sinks**; death may **not** be the main churn—**open** | +| **Cybernetics** | **Unlikely** to fully **strip** on routine death—aligns with **character-scoped** fantasy ([skills.md](skills.md)); **damage**, **malfunction**, or **story** loss—**open** | +| **Materials / inventory** | **Full loot** vs **protected** slots vs **binding**—overlaps [items.md](items.md) **Open questions** | + +## Recovery (getting back into play) + +- **Respawn** points: **hub**, **checkpoint**, **squad**, **clinic** **fiction**—**open**; must be **clear** after **death** UX. +- **Corpse run** vs **instant** re-entry vs **mission** **fail** state—content-dependent (**open**). +- **Gig** and **loadout** after death: **same** main gig unless **content** forces **swap**; **invalid** **gear** stays governed by [gigs.md](gigs.md) **hub swap** rules when applicable. + +## Anti-grief and readability + +- **Spawn protection**, **repeated** **killing** penalties, and **escalation** to **integrity** pipeline: **E6.M3** / **E9.M4**. +- **Readable** stakes before engagement: ties to **consent / risk UX** ([Epic 6](../decomposition/epics/epic_06_pvp_security.md), [E6.M2](../decomposition/modules/E6_M2_ConsentAndRiskUxSignals.md))—detail **TBD** in **risk** doc. +- **Exploits** (dupe corpse, disconnect abuse): **server** truth + [E9.M4](../decomposition/modules/E9_M4_IntegrityAndAbuseResponse.md). + +## Module map (death / loss–focused) + +| Module | Role | Ties to this doc | +|--------|------|-------------------| +| [E5.M1](../decomposition/modules/E5_M1_CombatRulesEngine.md) | Combat outcomes, death | **Trigger** | +| [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) | Durability, repair, item sink | **Item** consequences | +| [E3.M3](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md) | `ItemInstance`, binds | **What** can be lost | +| [E6.M3](../decomposition/modules/E6_M3_LossPenaltyAndAntiGriefRules.md) | PvP loss, spawn protection | **PvP** | +| [E6.M2](../decomposition/modules/E6_M2_ConsentAndRiskUxSignals.md) | Risk prompts | **Informed** consent | +| [E9.M4](../decomposition/modules/E9_M4_IntegrityAndAbuseResponse.md) | Abuse response | **Ops** | +| [E8.M3](../decomposition/modules/E8_M3_PlayerTradeAndMarketplace.md) | Trade | **Recovery** via market—**optional** fiction | + +## Decisions log + +| Topic | Direction | Status | +|-------|-----------|--------| +| Server authority on death | **Server** resolves death and **inventory** mutations—never client-trusted | Agreed ([E5.M1](../decomposition/modules/E5_M1_CombatRulesEngine.md), [authority](../decomposition/modules/client_server_authority.md)) | +| Chrome vs external gear on loss | **Different** buckets; **chrome** not treated as **swap** **plates** | Agreed ([skills.md](skills.md) **Seams**) | +| PvE-first | **Optional** **harsh** loss where product allows; **not** “PvP required to progress” | Agreed ([Epic 6](../decomposition/epics/epic_06_pvp_security.md) framing) | + +## Open questions + +- **Exact** PvE death tax (durability %, item drop table, **currency** **cut**) by **zone** / **instance**. +- **Hardcore** or **seasonal** **rules** vs **main** shard policy. +- **Failure XP** (non-lethal) remains **open** in [skills.md](skills.md)—separate from **death** **penalties**. +- **Insurance**, **clone**, **backup** **fiction** vs implementation cost ([items.md](items.md) binding/insurance notes). + +## Where to read next + +| Topic | Document / module | +|--------|-------------------| +| Item buckets, binding, open loss questions | [items.md](items.md) | +| Sinks, repair, economy | [economy.md](economy.md), [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) | +| Combat actions & kits | [abilities.md](abilities.md), [gigs.md](gigs.md) | +| Hybrid XP (death does not imply skill XP change) | [progression.md](progression.md) | +| PvP product stance | [Epic 6](../decomposition/epics/epic_06_pvp_security.md) | +| Risk & security tiers (stub) | [overview.md](overview.md) planned **Risk & security bands** | diff --git a/docs/game-design/economy.md b/docs/game-design/economy.md index e58d432..2732b41 100644 --- a/docs/game-design/economy.md +++ b/docs/game-design/economy.md @@ -33,7 +33,7 @@ Design lenses (exact tables **data-driven**): | Sink | Role | |------|------| | **Consumables** | Ongoing churn (stims, ammo-adjacent, etc.) | -| **Durability, repair, destruction** | [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md); ties to [items.md](items.md) open questions until **death** doc lands | +| **Durability, repair, destruction** | [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md); **death** stakes: [death-loss-recovery.md](death-loss-recovery.md); [items.md](items.md) open questions | | **Fees** | Listing, transfer, **clinic** / service **fiction**—**open** rates; `PriceBandRule` in E3.M5 | | **Currency dumps** | Fast travel, licenses, rep gates, **optional** **sinks** for inflation—**open** catalog | @@ -43,7 +43,7 @@ Direction: **prototype** should prove at least one **meaningful** durable sink b - **One primary player currency** vs **multiple** (regional, corp scrip, crypto **fiction**)—**open**; UX must stay **readable** ([items.md](items.md) **tooltips** discipline). - **Wealth fantasy** includes **stockpiles**, **loadout value**, **workspace access**, and **social** **flex**—not only raw balance. -- **Binding**, **insurance**, **theft**, and **security tiers** change **effective** supply—see [items.md](items.md) **Open questions** and future **risk** / **death** docs (**TBD**). +- **Binding**, **insurance**, **theft**, and **security tiers** change **effective** supply—see [items.md](items.md) **Open questions**, [death-loss-recovery.md](death-loss-recovery.md), and future **risk** doc (**TBD**). ## Trade and prices @@ -89,3 +89,4 @@ Direction: **prototype** should prove at least one **meaningful** durable sink b | Hybrid XP / reward pipes | [progression.md](progression.md), [skills.md](skills.md) | | Epic 3 slices (incl. sinks/policy) | [Epic 3](../decomposition/epics/epic_03_crafting_economy.md) | | Social / corp context for trade | [Epic 8](../decomposition/epics/epic_08_social_guild.md) | +| Death, durability, PvP loss | [death-loss-recovery.md](death-loss-recovery.md) | diff --git a/docs/game-design/gathering.md b/docs/game-design/gathering.md index 1b4b9fe..8e5ae74 100644 --- a/docs/game-design/gathering.md +++ b/docs/game-design/gathering.md @@ -64,7 +64,7 @@ Directional goals (implementation **open**): ## Open questions - **Node ownership** (personal tap, party split, corp claims) vs **FFA** taps—social and exploit surface. -- **Stealing** gathered output or **harvesting under fire**—ties to **risk bands** and **death** doc (**TBD**). +- **Stealing** gathered output or **harvesting under fire**—ties to **risk bands** and [death-loss-recovery.md](death-loss-recovery.md) (**TBD** tuning). - **Bots / automation** fantasy vs anti-bot—how much **AFK** is acceptable (**open**). - **Cross-skill nodes** (e.g. **Intrusion** to **unlock** a **Salvage** pile)—mission design vs systemic rule. @@ -76,6 +76,7 @@ Directional goals (implementation **open**): | Items & materials buckets | [items.md](items.md) | | Crafting & recipes (vision) | [crafting.md](crafting.md) | | Economy (faucets from gather + policy) | [economy.md](economy.md) | +| Death / loss (contested gather, drops) | [death-loss-recovery.md](death-loss-recovery.md) | | Epic 3 gather slice | [Epic 3 — Slice 2 (Gather nodes)](../decomposition/epics/epic_03_crafting_economy.md#epic-3-slice-2) | | Interaction contracts | [E1.M3](../decomposition/modules/E1_M3_InteractionAndTargetingLayer.md) | | Zone ecology | [E4.M2](../decomposition/modules/E4_M2_SpawnEcologyController.md), [Epic 4](../decomposition/epics/epic_04_world_topology.md) | diff --git a/docs/game-design/gigs.md b/docs/game-design/gigs.md index dff1e95..1406c36 100644 --- a/docs/game-design/gigs.md +++ b/docs/game-design/gigs.md @@ -135,4 +135,5 @@ Detail: seams table in [skills.md](skills.md). - [gathering.md](gathering.md) — **not** gig progression; **skill** nodes and yields feed economy ([progression.md](progression.md)). - [crafting.md](crafting.md) — **bench** = **skill**; **combat use** of most crafted **gear** still **gig**-gated ([Seams](skills.md#seams-gigs-skills)). - [economy.md](economy.md) — **gig** does not gate **craft**/**trade**; **wealth** loops are **skill**- and **item**-heavy ([items.md](items.md)). +- [death-loss-recovery.md](death-loss-recovery.md) — **combat** death → **gig** loadout context; **PvP** loss rules **E6.M3** (not same as PvE—**open**). - [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) — group content where **gigs** hold security while **skills** run the hack (brainstorm). diff --git a/docs/game-design/items.md b/docs/game-design/items.md index 9cc93e8..9569124 100644 --- a/docs/game-design/items.md +++ b/docs/game-design/items.md @@ -45,7 +45,7 @@ Design **buckets** above are not 1:1 types in data—they inform tags and metada | [E3.M1](../decomposition/modules/E3_M1_ResourceNodeAndGatherLoop.md) | Nodes, gather, yields | **Materials**; feeds refine/craft | | [E3.M2](../decomposition/modules/E3_M2_RefinementAndRecipeExecution.md) | Recipes, craft execution | **Crafted** acquisition; **skills**-only bench | | [E3.M3](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md) | `ItemDef` / `ItemInstance` / slots | **All buckets**; rarity/quality/stack/equip | -| [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) | Durability, repair, sinks | [Open questions](#open-questions); death doc | +| [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) | Durability, repair, sinks | [Open questions](#open-questions); [death-loss-recovery.md](death-loss-recovery.md) | | [E3.M5](../decomposition/modules/E3_M5_EconomyBalancePolicy.md) | Faucets/sinks policy | Drops vs craft **balance**; trade velocity | ## Decisions log @@ -60,8 +60,8 @@ Design **buckets** above are not 1:1 types in data—they inform tags and metada ## Open questions -- **Durability, repair, sinks**—when items leave the economy ([E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md)); how hard **death** hits gear (**open** with death doc). -- **Binding**, **insurance**, **theft** in which **security tiers** ([overview.md](overview.md) risk stubs). +- **Durability, repair, sinks**—when items leave the economy ([E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md)); how hard **death** hits gear (**open**—[death-loss-recovery.md](death-loss-recovery.md)). +- **Binding**, **insurance**, **theft** in which **security tiers** ([overview.md](overview.md) risk stubs; [death-loss-recovery.md](death-loss-recovery.md) **Open questions**). - **Named crafter**, **provenance**, **counterfeits**—social/economy flavor vs implementation cost. - **Stacking**, **charges**, **mod slots**—per category defaults. @@ -79,6 +79,7 @@ Design **buckets** above are not 1:1 types in data—they inform tags and metada | Recipes & craft pipeline (runtime) | [E3.M2](../decomposition/modules/E3_M2_RefinementAndRecipeExecution.md) | | Item schema & inventory | [E3.M3](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md) | | Sinks & durability | [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) | +| Death, loss & recovery | [death-loss-recovery.md](death-loss-recovery.md) | | Economy vision (faucets, trade, policy) | [economy.md](economy.md) | | Economy policy (runtime) | [E3.M5](../decomposition/modules/E3_M5_EconomyBalancePolicy.md) | | Encounter loot routing | [E5.M3](../decomposition/modules/E5_M3_EncounterAndRewardTables.md), [E7.M2](../decomposition/modules/E7_M2_RewardAndUnlockRouter.md) | diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index d66faf0..7b13194 100644 --- a/docs/game-design/overview.md +++ b/docs/game-design/overview.md @@ -6,7 +6,7 @@ This folder holds **vision-level** design: what we want players to feel, do, and Neon Sprawl’s design work here starts from **concrete visions** of progression, places, risk, economy, social play, combat, and the items/abilities that express them. Documents below are added as we write them; each should stay opinionated and specific enough to argue with, without pretending to be a full GDD. -**Hybrid progression:** [progression.md](progression.md) (vocabulary + why gigs + skills). **Gig** detail: [gigs.md](gigs.md). **Skills** + **seams**: [skills.md](skills.md). **Abilities** (combat vs non-combat actions): [abilities.md](abilities.md). **Items** (loot, craft, equip): [items.md](items.md). **Gathering** (nodes, skill XP, ecology): [gathering.md](gathering.md). **Crafting** (recipes, pipeline, benches): [crafting.md](crafting.md). **Economy** (faucets, sinks, trade, policy): [economy.md](economy.md). **Loose ideas:** [`brainstorm/`](brainstorm/README.md). +**Hybrid progression:** [progression.md](progression.md) (vocabulary + why gigs + skills). **Gig** detail: [gigs.md](gigs.md). **Skills** + **seams**: [skills.md](skills.md). **Abilities** (combat vs non-combat actions): [abilities.md](abilities.md). **Items** (loot, craft, equip): [items.md](items.md). **Gathering** (nodes, skill XP, ecology): [gathering.md](gathering.md). **Crafting** (recipes, pipeline, benches): [crafting.md](crafting.md). **Economy** (faucets, sinks, trade, policy): [economy.md](economy.md). **Death / loss / recovery:** [death-loss-recovery.md](death-loss-recovery.md). **Loose ideas:** [`brainstorm/`](brainstorm/README.md). ## Presentation and target rating (vision) @@ -30,6 +30,7 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression | [gathering.md](gathering.md) | Resource **nodes**, **Gather** skills, contesting, pipeline to refine/craft | **E3.M1** + **E4.M2**; with [skills.md](skills.md), [items.md](items.md) | | [crafting.md](crafting.md) | **Recipes**, **Process/Make** pipeline, bench vs **gig** combat use | **E3.M2**; with [gathering.md](gathering.md), [items.md](items.md), [skills.md](skills.md) **Seams** | | [economy.md](economy.md) | **Faucets/sinks**, trade, **E3.M5** policy, mission vs loot **faucets** | With [items.md](items.md), [crafting.md](crafting.md); **E8.M3** trade, **E6.M4** parity | +| [death-loss-recovery.md](death-loss-recovery.md) | **Death** stakes, **durability**/drops, **recovery**, **PvP** loss (**E6.M3**) | With [items.md](items.md), [economy.md](economy.md); **risk** stub in this file | | [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) | Split **skill** (hack) + **gig** (bodyguard) instances—idea capture | Brainstorm | ### Planned topics (stubs) @@ -47,7 +48,7 @@ Link new files here when they exist; remove or rewrite this subsection once the - **Economy** — [economy.md](economy.md): currency, sinks, trade, **E3.M5** / **E8.M3**; **mission** payouts vs **combat** loot ([progression.md](progression.md)). - **Factions & reputation** — who remembers you, grudges, access gates; **gig** story arcs: [gigs.md](gigs.md), rep + seams: [skills.md](skills.md). - **Combat pillars** — [Vision stub below](#combat-pillars-vision-stub): PvE vs. PvP stance, readability, time-to-kill, fairness; **items in combat** in [items.md](items.md). -- **Death, loss & recovery** — stakes on failure, recovery paths, anti-grief boundaries. +- **Death, loss & recovery** — [death-loss-recovery.md](death-loss-recovery.md): stakes, **E3.M4**/**E6.M3**, recovery UX; **risk tiers** still stub below. - **Risk & security bands** — safe pockets vs. wild space; where optional PvP and theft sit (aligns with security-tier thinking). - **Social play** — squad scale, corps, trust, betrayal affordances, async cooperation. - **Encounters & enemy roles** — archetypes, what a fight teaches, variety without noise. **Skill + gig split runs:** [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md). @@ -64,8 +65,9 @@ Combat is still missing a **single** pillar doc. Until then, use this table for | **Combat gear, loadouts, hub swap, consumables** | [items.md](items.md) (with [skills.md](skills.md) **Seams**) | | **Roster, roles, party, sub-gig** | [gigs.md](gigs.md) | | **PvE readability, TTK, encounter fairness** | Stub—future dedicated combat doc; implementation direction in [Epic 5 — PvE combat](../decomposition/epics/epic_05_pve_combat.md) | +| **Death, durability, recovery** | [death-loss-recovery.md](death-loss-recovery.md) (with [Epic 6](../decomposition/epics/epic_06_pvp_security.md) for **PvP** loss) | -**Items in fights:** [items.md](items.md) **Combat gear** is **gig**-tagged for equip/deploy; **consumables** baseline is not gig-gated; **chrome** persists across gig swap. Aligns with [abilities.md](abilities.md) **Item-linked actions**. +**Items in fights:** [items.md](items.md) **Combat gear** is **gig**-tagged for equip/deploy; **consumables** baseline is not gig-gated; **chrome** persists across gig swap. Aligns with [abilities.md](abilities.md) **Item-linked actions**. **Stakes on defeat:** [death-loss-recovery.md](death-loss-recovery.md). ## Related repo docs diff --git a/docs/game-design/progression.md b/docs/game-design/progression.md index 78f92b4..47b79bf 100644 --- a/docs/game-design/progression.md +++ b/docs/game-design/progression.md @@ -31,6 +31,7 @@ Use these terms in **design specs and tools** (fiction may say *job*, *contract* | **Gathering** (nodes, yields, skill XP—not gig) | [gathering.md](gathering.md) | | **Crafting** (recipes, pipeline, bench vs gig) | [crafting.md](crafting.md) | | **Economy** (faucets, sinks, trade, policy) | [economy.md](economy.md) | +| **Death / loss / recovery** (stakes, durability, PvP loss) | [death-loss-recovery.md](death-loss-recovery.md) | | Skill domains, categories, XP curves, gates, mastery | [skills.md](skills.md) | | **Seams** (combat gear vs craft, consumables, rep, alts) | [skills.md](skills.md) (section *Seams (gigs ↔ skills)*) | | Loose ideas | [brainstorm/](brainstorm/README.md) | diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 10b6482..0f3424b 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -1,6 +1,6 @@ # Skills (non-combat progression) -Design for **non-combat skills** only. **Shared vocabulary**, **why we use gigs + skills**, and the **hybrid overview** are in **[progression.md](progression.md)**. **Combat gigs** (roster, hub swap, sub-gig, etc.) are **[gigs.md](gigs.md)**. **What counts as a combat vs non-combat action** (kits, interactions, items): **[abilities.md](abilities.md)**. **Item buckets and acquisition** (loot, craft, equip): **[items.md](items.md)**. **Gathering & resource nodes** (competition, ecology, gig vs skill): **[gathering.md](gathering.md)**. **Crafting & recipes** (pipeline, benches, failure/quality): **[crafting.md](crafting.md)**. **Economy** (faucets, sinks, trade, policy): **[economy.md](economy.md)**. +Design for **non-combat skills** only. **Shared vocabulary**, **why we use gigs + skills**, and the **hybrid overview** are in **[progression.md](progression.md)**. **Combat gigs** (roster, hub swap, sub-gig, etc.) are **[gigs.md](gigs.md)**. **What counts as a combat vs non-combat action** (kits, interactions, items): **[abilities.md](abilities.md)**. **Item buckets and acquisition** (loot, craft, equip): **[items.md](items.md)**. **Gathering & resource nodes** (competition, ecology, gig vs skill): **[gathering.md](gathering.md)**. **Crafting & recipes** (pipeline, benches, failure/quality): **[crafting.md](crafting.md)**. **Economy** (faucets, sinks, trade, policy): **[economy.md](economy.md)**. **Death, loss & recovery** (durability, PvP loss, recovery): **[death-loss-recovery.md](death-loss-recovery.md)**. **This file also owns the [Seams (gigs ↔ skills)](#seams-gigs-skills)** section—rules where **gigs** and **skills** meet (gear, crafting, consumables, rep, alts). **Brainstorm-only** ideas: [`brainstorm/`](brainstorm/README.md). @@ -253,4 +253,5 @@ Explicit **bonuses** when skill A + B cross a threshold vs **pure fiction** (“ - **[gathering.md](gathering.md)** — nodes, yields, **skill** XP from gather; **E3.M1** / **E4.M2** hooks (written). - **[crafting.md](crafting.md)** — **Process/Make** pipeline, **RecipeDef** vision, bench vs **gig**; **E3.M2** (written). - **[economy.md](economy.md)** — faucets/sinks, trade, **E3.M5**; mission vs loot ([progression.md](progression.md)) (written). +- **[death-loss-recovery.md](death-loss-recovery.md)** — death stakes, **E3.M4** / **E6.M3**, recovery; **risk** doc still stub (written). - [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) — group **skill** (hack) + **gig** (bodyguard) instances (brainstorm).