chore: apply game-design docs review suggestions

- overview: drop placeholder artifact table row
- skills: next-pass cites gathering/crafting + E2.M1 slice freeze
- abilities: framing links gather → craft spine
pull/18/head
VinPropane 2026-04-03 21:59:39 -04:00
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Vision for **what the player triggers** in play: combat **kits**, non-combat **skill interactions**, and **item**-carried actions—and how those map to **gigs**, **`SkillDef`**, and **Seams**. This is **not** a full ability list or data schema; it steers combat design, UX, and implementation boundaries.
**Framing:** [progression.md](progression.md) (**gig** vs **skill**). **Combat roles:** [gigs.md](gigs.md). **Gear, craft, consumables:** [skills.md](skills.md) **Seams** ([anchor](skills.md#seams-gigs-skills)). **Item buckets & acquisition:** [items.md](items.md). **Combat pillar pointers:** [overview.md — Combat pillars](overview.md#combat-pillars-vision-stub).
**Framing:** [progression.md](progression.md) (**gig** vs **skill**). **Combat roles:** [gigs.md](gigs.md). **Gear, craft, consumables:** [skills.md](skills.md) **Seams** ([anchor](skills.md#seams-gigs-skills)). **Item buckets & acquisition:** [items.md](items.md). **Gather → craft economy spine:** [gathering.md](gathering.md), [crafting.md](crafting.md). **Combat pillar pointers:** [overview.md — Combat pillars](overview.md#combat-pillars-vision-stub).
## Vocabulary

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| [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** |
| [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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- **Production chain shape:** **Agreed**—(1) **Overlapping** paths: shared **inputs**, divergent **outputs** across **Process** / **Make**; (2) **Multi-stage** depth: **Gather → Process → Process → Make** (or longer), with **any** **Process** skill able to participate. Recipe UX and balance **open** (roster intro + **Process** subsection in [Skill roster](#skill-roster-draft-ideas-by-category)).
- **Agreed Process boundaries:** **Salvage** vs **Quarry**; **Refine** vs **Synth-chem prep** (physical materials vs bio/chem); **Refine** vs **Fab tech** (base material grades vs physical electromechanical fab); **Fab tech** vs **Data scrub** (physical components vs **data/firmware** on salvage). Further merge/split ideas — **open** as the roster evolves.
- **Next pass:** pick **prototype trio** (one Gather, one Process/Make, one Tech) for Epic 2/3 slices—align with decomposition when ready.
- **Next pass:** pick **prototype trio** (one Gather, one Process/Make, one Tech) for Epic 2/3 slices—written anchors for gather/craft legs: [gathering.md](gathering.md), [crafting.md](crafting.md); lock **`SkillDef` ids** in data with [E2.M1](../decomposition/modules/E2_M1_SkillDefinitionRegistry.md) when Slice 1 freezes.
### XP, levels, curves