From 6b9f4e8b5f8b6c7a4741e2b332218650e99240b0 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Fri, 3 Apr 2026 21:59:39 -0400 Subject: [PATCH] chore: apply game-design docs review suggestions MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - overview: drop placeholder artifact table row - skills: next-pass cites gathering/crafting + E2.M1 slice freeze - abilities: framing links gather → craft spine --- docs/game-design/abilities.md | 2 +- docs/game-design/overview.md | 1 - docs/game-design/skills.md | 2 +- 3 files changed, 2 insertions(+), 3 deletions(-) diff --git a/docs/game-design/abilities.md b/docs/game-design/abilities.md index c4b3c23..c5a48ca 100644 --- a/docs/game-design/abilities.md +++ b/docs/game-design/abilities.md @@ -2,7 +2,7 @@ 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 diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index 3ea0e34..809484e 100644 --- a/docs/game-design/overview.md +++ b/docs/game-design/overview.md @@ -30,7 +30,6 @@ 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** | | [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) diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 3653d15..db6d829 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -126,7 +126,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** - **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