diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index 4d2b7eb..02cc6d9 100644 --- a/docs/game-design/overview.md +++ b/docs/game-design/overview.md @@ -8,6 +8,16 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression **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). +## Presentation and target rating (vision) + +**Intent:** The world and systems can carry **very grim** **ideas** (e.g. noir crime, body horror *as fiction*, exploitation as something the story *condemns or resists*). **On-screen presentation** stays **restrained**—implication, silhouette, report text, off-camera beats—not graphic **adult-only** depiction. **Overall product goal** is roughly a **teen-oriented** band (think **ESRB Teen–class** framing); **exact** labels, cuts, and territory rules are **out of scope** for per-skill design docs. + +**TODO** + +- Lock **target band** with stakeholders and (when relevant) compliance counsel—not a commitment to a specific board outcome until submission. +- Write **content guidelines**: grim **concept** vs acceptable **depiction** (UI, cinematics, props, loot naming) before heavy production on sensitive beats. +- Track **regional ratings and storefront policy** (PEGI, CERO, platform rules, etc.) when we approach release—do not block skill or quest design on that in early vision work. + ## Artifact index | Document | Focus | Notes | @@ -38,7 +48,7 @@ Link new files here when they exist; remove or rewrite this subsection once the - **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:** [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. +- **Tone & narrative** — how lore shows up (quests, environment, UI), voice of the world. **Presentation / ~teen rating target:** [Presentation and target rating (vision)](#presentation-and-target-rating-vision). ## Related repo docs diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index 00a5f26..3c842d0 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -68,7 +68,7 @@ Layout mirrors **[gigs.md](gigs.md) gig roster**: one **table per category**, ** |-------|----------------|--------------| | **Salvage** | Wrecks, derelicts, e-waste pulls, stripped chrome. | — | | **Extraction** | **From the earth:** mined or drilled feedstock—synth ores, rare earths, geological substrate for industry (subsurface and natural seams, not the city stack). | — | -| **Harvest (bio)** | **Organic feedstock** for chem, medtech, or food chains: cultured tissue and fungal mats **and** deliberately **grim** sourcing—e.g. **morgue** break-ins, **blood** and **tissue** theft, black-market organics. | **Concepts** stay **very grim**; **presentation** (UI, cinematics, props) stays **below adult-only explicit**—implication and noir, not graphic exploitation. Regional storefront rules still **open** | +| **Harvest (bio)** | **Organic feedstock** for chem, medtech, or food chains: cultured tissue and fungal mats **and** deliberately **grim** sourcing—e.g. **morgue** break-ins, **blood** and **tissue** theft, black-market organics. | Grim **concepts** in scope; **how we show it** and **target rating** are **vision-level**—see [overview.md](overview.md) | | **Quarry / bulk** | **Salvage at civic scale** from **buildings and city infrastructure:** aggregate, structural demo recoverables, fill and mass for concrete—**built environment**, not the earth seam. | Intentionally **not** **Extraction** (earth vs **infra**); fine-grained urban scrap lives in **Salvage** vs bulk **Quarry** — **open** | #### Process — turn raw into workable intermediate @@ -204,7 +204,6 @@ Beyond raw level, **mastery tracks** and **perks** ([E2.M3](../decomposition/mod | Social skills category | **No** dedicated **Social** skill family or tracked negotiation/fixer/fence skills—outcomes live in **rep**, **quests**, **economy**, and other systems if we need them | Agreed | | Low-gig specialist | **Viable** to focus progression on **skills** (gather/craft/tech) with **low gig levels**; economy loops must not **hard-gate** on high gig rank | Agreed | | Skill roster size | **Opening** v0 list is strong; **add skills** pre-launch as needed—**breadth** is a feature | Agreed | -| Grim fiction vs presentation | **Concepts** can be **very grim**; **presentation** (UI, cinematics, props) stays **below adult-only explicit**—implication and noir, not graphic exploitation | Agreed | | Gig XP award | **Main gig only**; **sub-gig** earns no XP—see [gigs.md](gigs.md) | Agreed | | Epic 2 doc split | Align modules when gig data model is chosen | TBD |