neon-sprawl/docs/game-design
VinPropane f762240ff8 chore: document governing design axioms (fun, cyberpunk theme) 2026-04-04 18:46:55 -04:00
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brainstorm chore: add zones game-design doc and cross-links 2026-04-03 22:47:05 -04:00
README.md chore: document governing design axioms (fun, cyberpunk theme) 2026-04-04 18:46:55 -04:00
abilities.md chore: add zones game-design doc and cross-links 2026-04-03 22:47:05 -04:00
crafting.md chore: add zones game-design doc and cross-links 2026-04-03 22:47:05 -04:00
death-loss-recovery.md chore: add zones game-design doc and cross-links 2026-04-03 22:47:05 -04:00
economy.md chore: add zones game-design doc and cross-links 2026-04-03 22:47:05 -04:00
gathering.md chore: add zones game-design doc and cross-links 2026-04-03 22:47:05 -04:00
gigs.md chore: add zones game-design doc and cross-links 2026-04-03 22:47:05 -04:00
items.md chore: add zones game-design doc and cross-links 2026-04-03 22:47:05 -04:00
overview.md chore: document governing design axioms (fun, cyberpunk theme) 2026-04-04 18:46:55 -04:00
progression.md chore: add zones game-design doc and cross-links 2026-04-03 22:47:05 -04:00
risk-security-bands.md chore: add zones game-design doc and cross-links 2026-04-03 22:47:05 -04:00
skills.md chore: add zones game-design doc and cross-links 2026-04-03 22:47:05 -04:00
zones.md chore: add zones game-design doc and cross-links 2026-04-03 22:47:05 -04:00

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/.