chore: expand game-design overview planned topic stubs

pull/17/head
VinPropane 2026-03-31 22:35:58 -04:00
parent a8dd1b22cd
commit afe6eed53c
1 changed files with 14 additions and 2 deletions

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@ -4,7 +4,7 @@ This folder holds **vision-level** design: what we want players to feel, do, and
## Summary
Neon Sprawls design work here starts from **concrete visions** of mechanics, items, abilities, skills, professions, zones, and related systems. 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.
Neon Sprawls 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.
## Artifact index
@ -18,10 +18,22 @@ Link new files here when they exist; remove or rewrite this subsection once the
- **Skills** — progression feel, caps, synergies, failure modes.
- **Professions** — identity, fantasy, how they differ from pure skill bundles.
- **Zones** — tone, danger, travel, faction or economic role.
- **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 and skills.
- **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.
- **Factions & reputation** — who remembers you, grudges, access gates, story pressure.
- **Combat pillars** — PvE vs. PvP stance, readability, time-to-kill, what “fair” means here.
- **Death, loss & recovery** — stakes on failure, recovery paths, anti-grief boundaries.
- **Risk & security bands** — safe pockets vs. wild space; where optional PvP and theft sit (aligns with security-tier thinking).
- **Social play** — squad scale, corps, trust, betrayal affordances, async cooperation.
- **Encounters & enemy roles** — archetypes, what a fight teaches, variety without noise.
- **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.
## Related repo docs