chore: document governing design axioms (fun, cyberpunk theme)
parent
8794aa64d6
commit
f762240ff8
|
|
@ -1,6 +1,6 @@
|
||||||
# Neon Sprawl
|
# 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)
|
## Tech stack (locked)
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -2,7 +2,7 @@
|
||||||
|
|
||||||
This workspace contains detailed planning artifacts derived from the finalized master plan:
|
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)
|
- Tech stack baseline: [`docs/architecture/tech_stack.md`](../architecture/tech_stack.md)
|
||||||
- Scope here: executable decomposition (epics, modules, milestones)
|
- Scope here: executable decomposition (epics, modules, milestones)
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,6 +1,6 @@
|
||||||
# Game design (vision)
|
# 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.
|
**Progression (gigs + skills):** [`progression.md`](progression.md) — shared vocabulary and hybrid rationale.
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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/).
|
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
|
## 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.
|
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.
|
||||||
|
|
|
||||||
|
|
@ -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.
|
**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)
|
## 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.
|
- **Team model (locked):** Solo developer with AI assistant support; all roadmap, scope, and technical decisions must be feasible for one human operator.
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue