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| .. | ||
| brainstorm | ||
| README.md | ||
| abilities.md | ||
| crafting.md | ||
| death-loss-recovery.md | ||
| economy.md | ||
| gathering.md | ||
| gigs.md | ||
| items.md | ||
| overview.md | ||
| progression.md | ||
| risk-security-bands.md | ||
| skills.md | ||
| zones.md | ||
README.md
Game design (vision)
Master index: overview.md — summary, artifact table, and links to related docs. Governing axioms (fun + distinctly cyberpunk): stated at the top of overview.md and in neon_sprawl_vision.plan.md.
Progression (gigs + skills): progression.md — shared vocabulary and hybrid rationale.
Brainstorm-only (not specs): brainstorm/.
Non-implementation notes: gigs (combat roles), skills (non-combat), abilities (what players trigger), items (loot, craft, equip), gathering (resource nodes, yields), crafting (recipes, pipeline), economy (faucets, sinks, trade), death-loss-recovery (stakes, recovery), risk-security-bands (tiers, PvP eligibility), zones (place identity), travel/mechanics stubs, and other design artifacts before they are tied to concrete systems or tickets.
Implementation-facing breakdowns stay under docs/decomposition/ and plans under docs/plans/ (see docs/plans/README.md for NEO-* vs legacy NEON-* plan filenames).