neon-sprawl/docs/game-design/zones.md

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Zones (places & identity)

Vision for what a place is in fiction and design: tone, danger feel, faction or economic role, and content hooks—paired with the same underlying zone graph as risk-security-bands.md (security tiers, PvP rules) but not duplicating tier or eligibility mechanics.

Topology & travel (runtime): E4.M1 — ZoneGraphAndTravelRules (ZoneDef, ZoneEdge, TravelRule)—server-authoritative zone id and legal transitions (Epic 4 — Slice 1). Travel costs, gates, and downtime fiction → future travel.md; TravelRule already covers gating (level, quest, faction).

Ecology & density: E4.M2 — SpawnEcologyController drives resource and NPC profiles per zone (gathering.md competition feel ties here).

Handoffs: E4.M3 — SeamlessHandoffAndRegionState for cross-region authority (later scope).

Security overlay: E4.M4 attaches SecurityTier to ZoneDefone zone row carries both fiction tags and policy flags in data (open how we split design docs vs one ZoneDef sheet).

Zone lenses (design-facing)

Use these when briefing writers, environment, and systems; they overlap in data.

Lens Questions
Tone Noir, grime, hope, satire—how hard is life here? (overview.md presentation band)
Threat Ambient danger (mobs, cops, gangs) vs opt-in combat—distinct from SecurityTier alone
Economy Hub, industrial, black market, corporate enclave—feeds loot, vendors, gather node flavor (economy.md)
Faction Who owns the street? Rep gates, quests (skills.md world gates); detail → future factions doc
Activity mix PvE lanes, skill instances, social hubs—what players do here

Relationship to security tiers

  • SecurityTier answers “what rules apply?” (risk-security-bands.md).
  • Zone identity answers “what is this place for in the fantasy?”—two districts can share a tier but feel different (open content).
  • TravelRule can reference rep, licenses, questsfiction explains why the gate exists.

Hubs, pockets, and edges

Directional shape for prototype districts (names TBD—align with Epic 4 — Slice 1):

Role Intent
Hub Services, vendors, social density, lower ambient PvE pressure in safe bands
Pocket Focused PvE or skill contentinstances or carved overworld chunks
Edge / frontier Higher risk feel, richer gather or loot fantasy, clear warnings on entry

Module map (zonefiction alignment)

Module Role Ties to this doc
E4.M1 ZoneDef, edges, TravelRule Identity data home
E4.M4 Tier, warnings Overlay on same zones
E4.M2 Spawn profiles Feel of danger / resources
E4.M3 Region handoff Scale up later
E7.M4 Contract gen Zone-tagged missions (per E4.M1 dependents)

Decisions log

Topic Direction Status
Fiction vs policy Same zone graph; tier is not the only identity axis Agreed
Server zone truth Current zone id authoritative—no client shortcuts Agreed (E4.M1)
Presentation band Grim ideas, restrained depictionoverview.md Agreed

Open questions

  • Naming convention for player-facing district labels vs internal ZoneDef ids.
  • Verticality and interiors as sub-zones vs one flat graph node.
  • Dynamic zones (lockdown, riot, player corp capture) vs static data only.
Topic Document / module
Security tiers, PvP, warnings risk-security-bands.md
Gather contest, nodes gathering.md
Death / loss by context death-loss-recovery.md
Economy, trade hubs economy.md
Epic 4 overview Epic 4
Travel detail (stub) overview.md planned Travel & connections