chore: tie items.md to Epic 3 modules; add combat pillars stub
- items.md: E3.M3 contract summary, Epic 3 module map table, expanded where-next - overview.md: Combat pillars vision stub with Items row; fix artifact cross-links - abilities.md: pointer to overview combat pillars stubpull/18/head
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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.
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**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).
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**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).
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## Vocabulary
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# Items (loot, craft, equip)
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Vision for **what exists in the world as tangible “things”**: how items are **categorized**, **acquired**, **gated** by **gigs** vs **skills**, and how they connect to **combat**, **economy**, and **quests**. Not an `ItemDef` schema—that lives under [Epic 3 — Crafting economy](../decomposition/epics/epic_03_crafting_economy.md) and [`content/`](../../content/README.md) when wired.
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Vision for **what exists in the world as tangible “things”**: how items are **categorized**, **acquired**, **gated** by **gigs** vs **skills**, and how they connect to **combat**, **economy**, and **quests**.
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**Schema ownership:** [E3.M3 — ItemizationAndInventorySchema](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md) versions **`ItemDef`** (template), **`ItemInstance`** (per-item state: stack, durability hook, binds), and **`InventorySlot`** (containers)—that is where **rarity**, **quality**, **stack rules**, and **equipment metadata** land. Broader loop and slices: [Epic 3](../decomposition/epics/epic_03_crafting_economy.md); authored data under [`content/`](../../content/README.md) when wired.
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**Seams (authoritative detail):** [skills.md — Seams (gigs ↔ skills)](skills.md#seams-gigs-skills). **Actions from items:** [abilities.md](abilities.md) **Item-linked actions**. **Hybrid vocabulary:** [progression.md](progression.md).
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@ -34,6 +36,18 @@ These overlap in data; they are **lenses** for writers and systems.
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- **Hub-only** [gig swap](gigs.md#hub-swap): **combat gear** may **invalidate** until the player **re-banks or re-equips**; **cybernetics** stay.
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- **Presets** (per gig pair, per role) vs **manual** fix-up—**open** UX ([gigs.md](gigs.md), [abilities.md](abilities.md)).
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## Epic 3 module map
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Design **buckets** above are not 1:1 types in data—they inform tags and metadata on **`ItemDef`** / **`ItemInstance`**. Module responsibilities from [Epic 3](../decomposition/epics/epic_03_crafting_economy.md):
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| Module | Role | Ties to this doc |
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|--------|------|-------------------|
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| [E3.M1](../decomposition/modules/E3_M1_ResourceNodeAndGatherLoop.md) | Nodes, gather, yields | **Materials**; feeds refine/craft |
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| [E3.M2](../decomposition/modules/E3_M2_RefinementAndRecipeExecution.md) | Recipes, craft execution | **Crafted** acquisition; **skills**-only bench |
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| [E3.M3](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md) | `ItemDef` / `ItemInstance` / slots | **All buckets**; rarity/quality/stack/equip |
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| [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) | Durability, repair, sinks | [Open questions](#open-questions); death doc |
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| [E3.M5](../decomposition/modules/E3_M5_EconomyBalancePolicy.md) | Faucets/sinks policy | Drops vs craft **balance**; trade velocity |
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## Decisions log
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| Topic | Direction | Status |
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|--------|-------------------|
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| Gig ↔ item rules (detail) | [skills.md](skills.md) **Seams** |
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| Abilities from items | [abilities.md](abilities.md) |
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| Gathering & recipes (runtime) | [Epic 3](../decomposition/epics/epic_03_crafting_economy.md), [E3.M2](../decomposition/modules/E3_M2_RefinementAndRecipeExecution.md), [E3.M3](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md) |
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| Combat pillars (vision stub) | [overview.md — Combat pillars](overview.md#combat-pillars-vision-stub) |
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| Epic 3 loop & slices | [Epic 3](../decomposition/epics/epic_03_crafting_economy.md) |
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| Gather nodes | [E3.M1](../decomposition/modules/E3_M1_ResourceNodeAndGatherLoop.md) |
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| Recipes & craft pipeline | [E3.M2](../decomposition/modules/E3_M2_RefinementAndRecipeExecution.md) |
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| Item schema & inventory | [E3.M3](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md) |
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| Sinks & durability | [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) |
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| Economy policy | [E3.M5](../decomposition/modules/E3_M5_EconomyBalancePolicy.md) |
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| Encounter loot routing | [E5.M3](../decomposition/modules/E5_M3_EncounterAndRewardTables.md), [E7.M2](../decomposition/modules/E7_M2_RewardAndUnlockRouter.md) |
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@ -25,8 +25,8 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression
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| [progression.md](progression.md) | Shared **gig + skill** vision, vocabulary, links | Start here for progression |
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| [skills.md](skills.md) | Non-combat **skills**; seams; **v0 skill roster** by category | With [gigs.md](gigs.md); roster encodes **Hardshell** / **Softshell** / **Edgesmith** / **Rigging** equip vs **combat-deploy** rules ([Seams](skills.md#seams-gigs-skills)) |
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| [gigs.md](gigs.md) | **9-gig roster** (v1 cyberpunk names); hub, sub-gig, party | Recruitment **deferred**; PvP **open indefinite**; niche LFG **if** tool ships |
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| [abilities.md](abilities.md) | **Combat** gig kits vs **skill** interactions vs **item** channels; Seams hooks | With [gigs.md](gigs.md), [skills.md](skills.md); **combat pillars** still stub in this overview |
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| [items.md](items.md) | Buckets (gear, chrome, consumables, mats); craft vs drops; rarity/readability | **Seams** in [skills.md](skills.md); **Epic 3** for implementation |
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| [abilities.md](abilities.md) | **Combat** gig kits vs **skill** interactions vs **item** channels; Seams hooks | With [gigs.md](gigs.md), [skills.md](skills.md); [Combat pillars (vision stub)](#combat-pillars-vision-stub) |
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| [items.md](items.md) | Buckets (gear, chrome, consumables, mats); craft vs drops; rarity/readability | **Seams** in [skills.md](skills.md); **Epic 3 module map** in [items.md](items.md#epic-3-module-map) |
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| [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) | Split **skill** (hack) + **gig** (bodyguard) instances—idea capture | Brainstorm |
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| *(add rows as files land)* | | |
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- **Travel & connections** — how places link (gates, costs, downtime, danger en route); complements zone identity.
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- **Mechanics** — loops, constraints, what the server vs. client must honor.
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- **Items** — [items.md](items.md): categories, rarity philosophy, crafting vs. drops; **Seams** for gig/skill gates.
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- **Abilities** — [abilities.md](abilities.md): inputs, timing; combo with items; **gig** vs **skill** gates (see [progression.md](progression.md) vocabulary). **Combat pillars** stub remains below until written.
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- **Abilities** — [abilities.md](abilities.md): inputs, timing; combo with items; **gig** vs **skill** gates (see [progression.md](progression.md) vocabulary). **Combat context:** [Combat pillars (vision stub)](#combat-pillars-vision-stub).
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- **Gathering & resources** — nodes, competition, exhaustion, what “open world” contesting feels like.
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- **Crafting & recipes** — depth vs. breadth, failure, specialization; pairs with items but is its own loop.
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- **Economy** — currency velocity, sinks, trade vs. self-sufficiency, how wealth shows up in play.
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- **Factions & reputation** — who remembers you, grudges, access gates; **gig** story arcs: [gigs.md](gigs.md), rep + seams: [skills.md](skills.md).
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- **Combat pillars** — PvE vs. PvP stance, readability, time-to-kill, what “fair” means here.
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- **Combat pillars** — [Vision stub below](#combat-pillars-vision-stub): PvE vs. PvP stance, readability, time-to-kill, fairness; **items in combat** in [items.md](items.md).
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- **Death, loss & recovery** — stakes on failure, recovery paths, anti-grief boundaries.
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- **Risk & security bands** — safe pockets vs. wild space; where optional PvP and theft sit (aligns with security-tier thinking).
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- **Social play** — squad scale, corps, trust, betrayal affordances, async cooperation.
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- **Onboarding** — first session hook, clarity vs. mystery, how much systems the new player sees.
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- **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).
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## Combat pillars (vision stub)
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Combat is still missing a **single** pillar doc. Until then, use this table for **where** vision lives:
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| Pillar | Where to read |
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|--------|----------------|
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| **Gig kits, inputs, skill vs item actions** | [abilities.md](abilities.md) |
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| **Combat gear, loadouts, hub swap, consumables** | [items.md](items.md) (with [skills.md](skills.md) **Seams**) |
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| **Roster, roles, party, sub-gig** | [gigs.md](gigs.md) |
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| **PvE readability, TTK, encounter fairness** | Stub—future dedicated combat doc; implementation direction in [Epic 5 — PvE combat](../decomposition/epics/epic_05_pve_combat.md) |
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**Items in fights:** [items.md](items.md) **Combat gear** is **gig**-tagged for equip/deploy; **consumables** baseline is not gig-gated; **chrome** persists across gig swap. Aligns with [abilities.md](abilities.md) **Item-linked actions**.
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## Related repo docs
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| Area | Location |
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