From f762240ff8cf8e225568ebb56b1a2eeb31480715 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Sat, 4 Apr 2026 18:46:55 -0400 Subject: [PATCH] chore: document governing design axioms (fun, cyberpunk theme) --- README.md | 2 +- docs/decomposition/README.md | 2 +- docs/game-design/README.md | 2 +- docs/game-design/overview.md | 2 ++ neon_sprawl_vision.plan.md | 7 +++++++ 5 files changed, 12 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index 4fcf3a1..c4edb1b 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,6 @@ # Neon Sprawl -**Neon Sprawl** is the working title for a crafting-focused sci-fi / cyberpunk MMORPG with **gigs** (combat roles) and open non-combat **skills** (solo-dev scope). Product intent and phase gates: [`neon_sprawl_vision.plan.md`](neon_sprawl_vision.plan.md). +**Neon Sprawl** is the working title for a crafting-focused sci-fi / cyberpunk MMORPG with **gigs** (combat roles) and open non-combat **skills** (solo-dev scope). Product intent and phase gates: [`neon_sprawl_vision.plan.md`](neon_sprawl_vision.plan.md). **Design axioms:** it must be **fun**, and it must stay **distinctly cyberpunk** in theme (see [Design axioms](neon_sprawl_vision.plan.md#design-axioms-governing) in the vision plan). ## Tech stack (locked) diff --git a/docs/decomposition/README.md b/docs/decomposition/README.md index 92cd357..69898f7 100644 --- a/docs/decomposition/README.md +++ b/docs/decomposition/README.md @@ -2,7 +2,7 @@ This workspace contains detailed planning artifacts derived from the finalized master plan: -- Source of truth: [`neon_sprawl_vision.plan.md`](../neon_sprawl_vision.plan.md) +- Source of truth: [`neon_sprawl_vision.plan.md`](../neon_sprawl_vision.plan.md) — **design axioms** (fun + distinctly cyberpunk theme) live under *Design axioms (governing)* in that file. - Tech stack baseline: [`docs/architecture/tech_stack.md`](../architecture/tech_stack.md) - Scope here: executable decomposition (epics, modules, milestones) diff --git a/docs/game-design/README.md b/docs/game-design/README.md index 7548323..021a26a 100644 --- a/docs/game-design/README.md +++ b/docs/game-design/README.md @@ -1,6 +1,6 @@ # Game design (vision) -**Master index:** [`overview.md`](overview.md) — summary, artifact table, and links to related docs. +**Master index:** [`overview.md`](overview.md) — summary, artifact table, and links to related docs. **Governing axioms** (fun + distinctly cyberpunk): stated at the top of [`overview.md`](overview.md) and in [`neon_sprawl_vision.plan.md`](../../neon_sprawl_vision.plan.md#design-axioms-governing). **Progression (gigs + skills):** [`progression.md`](progression.md) — shared vocabulary and hybrid rationale. diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index 08f3a42..4a3c71e 100644 --- a/docs/game-design/overview.md +++ b/docs/game-design/overview.md @@ -2,6 +2,8 @@ This folder holds **vision-level** design: what we want players to feel, do, and discover before we lock schemas, APIs, or content pipelines. Use it for brainstorming and alignment; when something is ready to drive implementation, it should gain a path in [`docs/decomposition/`](../decomposition/README.md) or [`docs/plans/`](../plans/). +**Governing axioms** (same as the master plan): **(1) it must be fun** — player experience is the ultimate filter for design choices. **(2) it must be distinctly cyberpunk in theme** — setting, tone, and flavor should read as cyberpunk, not generic sci-fi. Full wording: [Vision and Product Intent — Design axioms](../../neon_sprawl_vision.plan.md#design-axioms-governing) in [`neon_sprawl_vision.plan.md`](../../neon_sprawl_vision.plan.md). + ## Summary 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. diff --git a/neon_sprawl_vision.plan.md b/neon_sprawl_vision.plan.md index 0a461a3..66a18a1 100644 --- a/neon_sprawl_vision.plan.md +++ b/neon_sprawl_vision.plan.md @@ -10,6 +10,13 @@ isProject: false **Neon Sprawl** is a long-lived online world that captures the freedom and progression depth of RuneScape while delivering a distinct sci-fi/cyberpunk identity. The core player fantasy is to start as a low-tier citizen of a mega-city ecosystem and grow into a high-impact operator through any combination of skills, professions, social play, and questlines. +### Design axioms (governing) + +These two principles override narrower preferences when they conflict: + +1. **It must be fun** — Engagement and player experience are the filter for scope, pacing, and systems: if it is not enjoyable to play, it is not succeeding regardless of architectural elegance. +2. **It must be distinctly cyberpunk in theme** — Fiction, tone, and presentation should read as **cyberpunk** (mega-city decay, corp power, street tech, body and identity under pressure), not interchangeable sci-fi or fantasy with surface chrome. Other constraints (e.g. presentation and rating targets in game-design docs) still apply; the axiom means **bias toward recognizable cyberpunk identity** when choosing between otherwise viable options. + ## Delivery Model Constraint (Locked) - **Team model (locked):** Solo developer with AI assistant support; all roadmap, scope, and technical decisions must be feasible for one human operator.