diff --git a/docs/game-design/README.md b/docs/game-design/README.md index 5b9086f..46d2355 100644 --- a/docs/game-design/README.md +++ b/docs/game-design/README.md @@ -2,6 +2,8 @@ **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/). diff --git a/docs/game-design/brainstorm/README.md b/docs/game-design/brainstorm/README.md new file mode 100644 index 0000000..9b0512a --- /dev/null +++ b/docs/game-design/brainstorm/README.md @@ -0,0 +1,9 @@ +# 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) | diff --git a/docs/game-design/hack-bodyguard-missions.md b/docs/game-design/brainstorm/hack-bodyguard-missions.md similarity index 76% rename from docs/game-design/hack-bodyguard-missions.md rename to docs/game-design/brainstorm/hack-bodyguard-missions.md index bc1a84a..aa00d7d 100644 --- a/docs/game-design/hack-bodyguard-missions.md +++ b/docs/game-design/brainstorm/hack-bodyguard-missions.md @@ -6,8 +6,8 @@ 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** | diff --git a/docs/game-design/gigs.md b/docs/game-design/gigs.md index 38e073d..ea82ce2 100644 --- a/docs/game-design/gigs.md +++ b/docs/game-design/gigs.md @@ -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). diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index d8590a3..dda0f12 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. -**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 @@ -14,7 +14,7 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression |----------|--------|--------| | [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) @@ -35,7 +35,7 @@ Link new files here when they exist; remove or rewrite this subsection once the - **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. diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 538a07c..29fbfec 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -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).