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---
name: Neon Sprawl Vision
overview: Create a 50,000-foot planning document for Neon Sprawl, a sci-fi/cyberpunk MMORPG inspired by RuneScape, focused on classless progression and deep crafting, with optional PvP and questing.
todos:
- id: lock-critical-decisions
content: Combat model and world topology are locked; remaining decision is progression pace.
status: completed
- id: define-core-epics
content: Split the vision into 6-10 product epics with ownership and success criteria.
status: completed
- id: prototype-core-loop
content: Design and scope a prototype proving movement, combat, skill gain, crafting, and quest loops.
status: completed
- id: plan-preproduction
content: Define pre-production deliverables for architecture, tools, and vertical slice quality bar.
status: completed
- id: establish-metrics
content: Set top-level KPIs and telemetry requirements for testing and live operations.
status: completed
isProject: false
---
@ -155,7 +171,7 @@ These decisions heavily affect architecture and content pipelines and should be
- Minimal quest loop
- Run small closed tests focused on “is this actually fun and sticky?”.
## Prototype Scope Definition
## Prototype Scope Definition (Todo 3 Output)
### Prototype Objective
@ -219,7 +235,7 @@ Prove that the core gameplay loop is fun, readable, and repeatable in a controll
- Build scalable content pipelines for quests, items, and skills.
- Produce a polished vertical slice with representative quality.
## Pre-Production Deliverables
## Pre-Production Deliverables (Todo 4 Output)
### Objective
@ -646,7 +662,7 @@ flowchart TD
- **Operational health:** Server stability, incident frequency, exploit response time.
- **PvP policy health:** PvP participation rate, opt-in churn impact, kill/death concentration, and parity satisfaction across PvE/PvP reward paths.
## KPI and Telemetry Framework
## KPI and Telemetry Framework (Todo 5 Output)
### Measurement Principles (Solo-Friendly)