diff --git a/docs/game-design/README.md b/docs/game-design/README.md index 46d2355..f52af3e 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. +**Progression (gigs + skills):** [`progression.md`](progression.md) — shared vocabulary and hybrid rationale. + **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. diff --git a/docs/game-design/gigs.md b/docs/game-design/gigs.md index ea82ce2..ee17c1a 100644 --- a/docs/game-design/gigs.md +++ b/docs/game-design/gigs.md @@ -1,6 +1,6 @@ # Gigs (combat roles) -Vision-level design for **combat identity**: what you bring to a fight, how you progress, and how you swap roles. Vocabulary (**gig**, **sub-gig**) and the **gigs ↔ skills** seams (gear, crafting, consumables, rep) stay in [skills.md](skills.md); this doc is the **gig** artifact proper. +Vision-level design for **combat identity**: what you bring to a fight, how you progress, and how you swap roles. **Shared progression framing** and **vocabulary**: [progression.md](progression.md). **Gigs ↔ skills seams** (gear, crafting, consumables, rep): [skills.md](skills.md). This file is the **gig** artifact proper. **Implementation anchors:** [Epic 5 — PvE combat](../decomposition/epics/epic_05_pve_combat.md); gig XP/progression will need alignment with [Epic 2 — Classless progression](../decomposition/epics/epic_02_classless_progression.md) when data models split. @@ -42,7 +42,7 @@ Names below are **v1** after a theme pass; abilities and lore can still rename a ## Main gig + sub-gig -**Agreed:** every loadout has a **main gig** and a **sub-gig** (FFXI-style). The sub adds **limited** cross-gig abilities without second-main power—a **large creative space** as the roster grows ([skills.md](skills.md) hybrid rationale). +**Agreed:** every loadout has a **main gig** and a **sub-gig** (FFXI-style). The sub adds **limited** cross-gig abilities without second-main power—a **large creative space** as the roster grows ([progression.md](progression.md) **Why hybrid**). - **Effective sub level:** at **main** per-gig level **X**, sub contributes abilities up to **⌊X / 2⌋**, capped by the **sub-gig’s own stored level** (see **XP** below)—exact `min` / rounding **TBD**. - **Hub-only** changes to main or sub ([Hub swap](#hub-swap)). diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index dda0f12..3345a6e 100644 --- a/docs/game-design/overview.md +++ b/docs/game-design/overview.md @@ -6,13 +6,14 @@ 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). **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). **Loose ideas:** [`brainstorm/`](brainstorm/README.md). ## Artifact index | Document | Focus | Notes | |----------|--------|--------| -| [skills.md](skills.md) | Hybrid progression; vocabulary; gigs ↔ skills seams | With [gigs.md](gigs.md) | +| [progression.md](progression.md) | Shared **gig + skill** vision, vocabulary, links | Start here for progression | +| [skills.md](skills.md) | Non-combat **skills**; **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 | | [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) | Split **skill** (hack) + **gig** (bodyguard) instances—idea capture | Brainstorm | | *(add rows as files land)* | | | @@ -21,12 +22,12 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression Link new files here when they exist; remove or rewrite this subsection once the table is populated. -- **Gigs** — [gigs.md](gigs.md): combat roles, hub swap, sub-gig, progression, party/encounters; recruitment channel **deferred** until more vision exists. **Skills** (non-combat): [skills.md](skills.md). *Professions* stay folded into **skills** + rep unless a future doc defines something separate. +- **Progression** — [progression.md](progression.md): hybrid **gig + skill** overview and vocabulary. **Gigs:** [gigs.md](gigs.md). **Skills** + seams: [skills.md](skills.md). Recruitment channel **deferred**; *professions* stay folded into **skills** + rep unless a future doc defines something separate. - **Zones** — tone, danger, faction or economic role of a place. - **Travel & connections** — how places link (gates, costs, downtime, danger en route); complements zone identity. - **Mechanics** — loops, constraints, what the server vs. client must honor. - **Items** — categories, rarity philosophy, crafting vs. drops. -- **Abilities** — inputs, timing; combo with items; **gig** vs **skill** gates (see [skills.md](skills.md) vocabulary). +- **Abilities** — inputs, timing; combo with items; **gig** vs **skill** gates (see [progression.md](progression.md) vocabulary). - **Gathering & resources** — nodes, competition, exhaustion, what “open world” contesting feels like. - **Crafting & recipes** — depth vs. breadth, failure, specialization; pairs with items but is its own loop. - **Economy** — currency velocity, sinks, trade vs. self-sufficiency, how wealth shows up in play. diff --git a/docs/game-design/progression.md b/docs/game-design/progression.md new file mode 100644 index 0000000..e819d15 --- /dev/null +++ b/docs/game-design/progression.md @@ -0,0 +1,30 @@ +# Progression (gigs + skills) + +Shared vision for **how characters grow** in Neon Sprawl: **combat** vs **everything else** use different systems that still live on **one avatar**. Detail docs: **[gigs.md](gigs.md)** (combat roles), **[skills.md](skills.md)** (non-combat skills and **gigs ↔ skills seams**). + +**Implementation note:** [Epic 2 — Classless progression](../decomposition/epics/epic_02_classless_progression.md) (E2.M1–M4) still describes **skill** XP machinery in decomposition; **gig** XP/levels are **per gig**—module text should be updated when the gig data model is finalized. + +## Vocabulary + +Use these terms in **design specs and tools** (fiction may say *job*, *contract*, *loadout*, etc.): + +| Term | Means | +|------|--------| +| **Gig** | The **combat role** (combat “class”): kit, tuning band, party expectations. **Not** for crafting or gathering. | +| **Skill** | A **non-combat** trained capability only (gather, craft, intrusion loops, etc.). **Never** the combat gig. | +| **Sub-gig** | **Secondary gig** on the same loadout as **main**—limited cross-gig abilities ([gigs.md](gigs.md) **Main gig + sub-gig**). Not crafting identity. | + +## Why hybrid + +- **Gigs** answer “what are you on **this fight**?”—readable roles, **hub swap**, cyberpunk **contract** fantasy, without alts for combat variety. +- **Skills** keep **economy and crafting** **classless**: anyone can raise gather/craft over time; “street doc” can mean high **medic fab** **skill** + rep, not only tonight’s gig. + +## Where to read next + +| Topic | Document | +|--------|-----------| +| Gig roster, hub swap, sub-gig, XP, party/PvP notes | [gigs.md](gigs.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) | +| Folder index | [overview.md](overview.md) | diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 261801a..a4840de 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -1,31 +1,10 @@ -# Gigs & skills (hybrid progression) +# Skills (non-combat progression) -Vision-level design for how characters grow. **Combat** uses **gigs** (swap roles for grouping clarity); **each gig levels on its own track** (**per-gig** progression). **Non-combat** uses **skills** (gathering, crafting, and similar loops). [Epic 2 — Classless progression](../decomposition/epics/epic_02_classless_progression.md) (E2.M1–M4) still describes **skill** XP machinery; **gig** XP/levels are **per gig**—decomposition should be revisited when this split hardens. +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)**. -**Document scope:** the sections below **Skills (non-combat)** are the skills design pass. **Gig** detail is **[gigs.md](gigs.md)**; **brainstorm-only** ideas live under [`brainstorm/`](brainstorm/README.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). -## Vocabulary - -From here on in game-design docs: - -| Term | Means | -|------|--------| -| **Gig** | The **combat role** (combat “class”): what you bring to a fight—kit, tuning band, party expectations. Not used for crafting or gathering. | -| **Skill** | A **non-combat** trained capability only (gather, craft, etc.). Never used to mean the combat gig. | -| **Sub-gig** | A **secondary gig** paired with your **main gig** on one loadout. Used for **limited** cross-gig ability access—see [gigs.md](gigs.md) (**Main gig + sub-gig**)—not for crafting or replacing the main gig’s identity in combat. | - -Fiction and UI may still say *job*, *contract*, or *loadout* in dialogue; design vocabulary stays **gig** / **skill** to avoid ambiguity. - -## Why hybrid - -- **Gigs** give parties a readable answer to “what are you on this run?” without forcing alts. They match **contracts, loadouts, and corporate muscle** as fantasy. -- **Skills** keep the **economy and crafting** surface wide: anyone can work those capabilities over time, and “street doc” can mean high medic **craft skill** + rep, not only an active gig. - -## Gigs (combat) - -The **gig** artifact—**roles**, **hub swap**, **per-gig progression**, **main + sub-gig**, **party/recruitment** (no LFG UI assumption), **PvP notes**, and **gig-only open questions**—is **[gigs.md](gigs.md)**. This file keeps **vocabulary**, **why hybrid**, and **seams** with **skills**. - -## Skills (non-combat, classless) +## Classless skills Everything **outside combat role resolution** trains on **skills**. That includes gathering, refining, crafting, non-combat tech work, and other **world interactions** we choose to track as progression. @@ -130,7 +109,7 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod | Topic | Direction | |--------|-----------| -| **Combat gear** | **Gig-restricted.** Weapons, armor, and other combat-loadout pieces declare which **gig(s)** may equip or fully activate them. After a **hub-only** [gig swap](#gigs-combat), the player **re-banks or re-equips** combat gear for the new gig (automation vs. manual loadout UX **open**). Non-combat tools (pickaxe, scanner, craft bench) stay **skill**-gated, not gig-gated, unless a piece is explicitly hybrid. | +| **Combat gear** | **Gig-restricted.** Weapons, armor, and other combat-loadout pieces declare which **gig(s)** may equip or fully activate them. After a **hub-only** [gig swap](gigs.md#hub-swap), the player **re-banks or re-equips** combat gear for the new gig (automation vs. manual loadout UX **open**). Non-combat tools (pickaxe, scanner, craft bench) stay **skill**-gated, not gig-gated, unless a piece is explicitly hybrid. | | **Crafting combat gear** | **No gig or gig level requirement.** Who can *build* it depends on **skills** (e.g. gunsmith), recipes, rep, facilities—never on owning a gig or its level. A character can **craft combat gear they cannot equip** (wrong gig, low gig level, etc.): valid for **trade**, **stock**, or **group play**. **Equip/activation** stays **gig-restricted** as above. | | **Consumables** | **Carry and use** are not gig-gated by default—anyone can pop a stim or patch. **Passive** potency can scale with **gig** match: e.g. a **medic**-tagged bonus applies if **main *or* sub-gig** matches (see [gigs.md](gigs.md)). Others use a **baseline**. **Active** abilities from consumables (if any) follow their own rules—**open**. Other items may have **no** gig hook—data-driven per item. | | **Rep / story** | **Hybrid.** **Faction / world reputation** stays **character-wide** where it fits (one person, one web of grudges). **Narrative** also includes **gig storylines** and **main-quest-style arcs** tied to a **gig**—mentor paths, employer chains, identity stories that assume you *are* that role for a chapter. State for those arcs is **per gig** (or per gig branch) on the same character; switching gigs does not erase character rep, but **gig plot progress** is its own track. |