chore: add docs/game-design/brainstorm/ for loose ideas

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VinPropane 2026-04-03 19:41:28 -04:00
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**Master index:** [`overview.md`](overview.md) — summary, artifact table, and links to related docs.
**Brainstorm-only** (not specs): [`brainstorm/`](brainstorm/README.md).
Non-implementation notes: **gigs** (combat roles), **skills** (non-combat), zones, mechanics, items, abilities, 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/).

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# Brainstorm (game design)
**Loose ideas** and **idea captures**—not specs, not committed scope. Anything here may move, merge into a proper artifact, or be dropped.
Parent index: [`../overview.md`](../overview.md).
| File | Topic |
|------|--------|
| [hack-bodyguard-missions.md](hack-bodyguard-missions.md) | Skill + gig split instances (hack / bodyguard) |

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Certain **instances / dungeons / group quests** split party pressure across two layers at once:
1. **Runners / hackers** — progress an objective through **non-combat skills** (intrusion, decryption, keeping a channel open, etc.). This lane is **skill**-based ([skills.md](skills.md)), not gig-based.
2. **Bodyguards** — hold space against **physical security** (drones, guards, automated defenses). This lane is **gig**-based combat ([gigs.md](gigs.md)).
1. **Runners / hackers** — progress an objective through **non-combat skills** (intrusion, decryption, keeping a channel open, etc.). This lane is **skill**-based ([skills.md](../skills.md)), not gig-based.
2. **Bodyguards** — hold space against **physical security** (drones, guards, automated defenses). This lane is **gig**-based combat ([gigs.md](../gigs.md)).
Both need to succeed for the run to work. The fantasy: **corporate extraction**, **data heist**, **sabotage op**—cyberpunk bread and butter.
@ -24,13 +24,13 @@ Other directions **open:** power budget for the site, timers, optional side obje
- Reinforces the **skills vs gigs** split in **one** memorable content type.
- Gives **non-combat specialists** a spotlight **inside** group content that still has combat teeth.
- **Open:** minimum / maximum group size, solo scaling, whether one player can straddle both roles, how this ties to **zones** and **factions**, and encounter templates ([overview](overview.md) — encounters stub).
- **Open:** minimum / maximum group size, solo scaling, whether one player can straddle both roles, how this ties to **zones** and **factions**, and encounter templates ([overview](../overview.md) — encounters stub).
## Related docs
| Topic | Where |
|--------|--------|
| Gig roster, party language | [gigs.md](gigs.md) |
| Skills, seams with combat gear/crafting | [skills.md](skills.md) |
| Zone / instance tone later | [overview](overview.md) planned **Zones** |
| Enemy/security archetypes later | [overview](overview.md) planned **Encounters** |
| Gig roster, party language | [gigs.md](../gigs.md) |
| Skills, seams with combat gear/crafting | [skills.md](../skills.md) |
| Zone / instance tone later | [overview](../overview.md) planned **Zones** |
| Enemy/security archetypes later | [overview](../overview.md) planned **Encounters** |

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@ -132,4 +132,4 @@ Detail: seams table in [skills.md](skills.md).
- [Abilities](overview.md) — **gig-locked** kits, sub-gig ability rules, telegraphs ([Epic 5](../decomposition/epics/epic_05_pve_combat.md)).
- [Combat pillars](overview.md) — PvE readability, TTK, risk ([overview](overview.md)).
- [Items](overview.md) — equip tags per gig; crafted vs dropped.
- [hack-bodyguard-missions.md](hack-bodyguard-missions.md) — group content where **gigs** hold security while **skills** run the hack (brainstorm).
- [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) — group content where **gigs** hold security while **skills** run the hack (brainstorm).

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@ -6,7 +6,7 @@ This folder holds **vision-level** design: what we want players to feel, do, and
Neon Sprawls 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.
**Vocabulary ([skills.md](skills.md)):** **gig** = combat role; **skill** = non-combat trained capability only. **Gig** design detail: [gigs.md](gigs.md).
**Vocabulary ([skills.md](skills.md)):** **gig** = combat role; **skill** = non-combat trained capability only. **Gig** design detail: [gigs.md](gigs.md). **Loose ideas:** [`brainstorm/`](brainstorm/README.md).
## Artifact index
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|----------|--------|--------|
| [skills.md](skills.md) | Hybrid progression; vocabulary; gigs ↔ skills seams | With [gigs.md](gigs.md) |
| [gigs.md](gigs.md) | **9-gig roster** (v1 cyberpunk names); hub, sub-gig, party | Recruitment **deferred**; PvP **open indefinite**; niche LFG **if** tool ships |
| [hack-bodyguard-missions.md](hack-bodyguard-missions.md) | Split **skill** (hack) + **gig** (bodyguard) instances—idea capture | Brainstorm |
| [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) | Split **skill** (hack) + **gig** (bodyguard) instances—idea capture | Brainstorm |
| *(add rows as files land)* | | |
### Planned topics (stubs)
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- **Death, loss & recovery** — stakes on failure, recovery paths, anti-grief boundaries.
- **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:** [hack-bodyguard-missions.md](hack-bodyguard-missions.md).
- **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).
- **Onboarding** — first session hook, clarity vs. mystery, how much systems the new player sees.
- **Tone & narrative** — how lore shows up (quests, environment, UI), voice of the world.

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@ -91,4 +91,4 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech
- **[gigs.md](gigs.md)** — gig roster, hub UX, recruitment **deferred**; **PvP** gig rules **open indefinite** (overall PvP scope TBD).
- **Abilities****gig-locked** vs. **item-locked** vs. **skill-gated**.
- **Items****equip:** gig rules; **craft:** **skills** (and recipe/rep), never gig level.
- [hack-bodyguard-missions.md](hack-bodyguard-missions.md) — group **skill** (hack) + **gig** (bodyguard) instances (brainstorm).
- [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) — group **skill** (hack) + **gig** (bodyguard) instances (brainstorm).