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

49 lines
3.7 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

# Game design overview
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/).
## Summary
Neon Sprawls 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.
**Vocabulary ([skills.md](skills.md)):** **gig** = combat role; **skill** = non-combat trained capability only. **Gig** design detail: [gigs.md](gigs.md).
## Artifact index
| Document | Focus | Notes |
|----------|--------|--------|
| [skills.md](skills.md) | Hybrid progression; vocabulary; gigs ↔ skills seams | With [gigs.md](gigs.md) |
| [gigs.md](gigs.md) | **9-gig roster** (v1 cyberpunk names); hub, sub-gig, party | Recruitment **deferred**; PvP **open indefinite**; niche LFG **if** tool ships |
| [hack-bodyguard-missions.md](hack-bodyguard-missions.md) | Split **skill** (hack) + **gig** (bodyguard) instances—idea capture | Brainstorm |
| *(add rows as files land)* | | |
### Planned topics (stubs)
Link new files here when they exist; remove or rewrite this subsection once the table is populated.
- **Gigs** — [gigs.md](gigs.md): combat roles, hub swap, sub-gig, progression, party/encounters; recruitment channel **deferred** until more vision exists. **Skills** (non-combat): [skills.md](skills.md). *Professions* stay folded into **skills** + rep unless a future doc defines something separate.
- **Zones** — tone, danger, faction or economic role of a place.
- **Travel & connections** — how places link (gates, costs, downtime, danger en route); complements zone identity.
- **Mechanics** — loops, constraints, what the server vs. client must honor.
- **Items** — categories, rarity philosophy, crafting vs. drops.
- **Abilities** — inputs, timing; combo with items; **gig** vs **skill** gates (see [skills.md](skills.md) vocabulary).
- **Gathering & resources** — nodes, competition, exhaustion, what “open world” contesting feels like.
- **Crafting & recipes** — depth vs. breadth, failure, specialization; pairs with items but is its own loop.
- **Economy** — currency velocity, sinks, trade vs. self-sufficiency, how wealth shows up in play.
- **Factions & reputation** — who remembers you, grudges, access gates; **gig** story arcs: [gigs.md](gigs.md), rep + seams: [skills.md](skills.md).
- **Combat pillars** — PvE vs. PvP stance, readability, time-to-kill, what “fair” means here.
- **Death, loss & recovery** — stakes on failure, recovery paths, anti-grief boundaries.
- **Risk & security bands** — safe pockets vs. wild space; where optional PvP and theft sit (aligns with security-tier thinking).
- **Social play** — squad scale, corps, trust, betrayal affordances, async cooperation.
- **Encounters & enemy roles** — archetypes, what a fight teaches, variety without noise. **Skill + gig split runs:** [hack-bodyguard-missions.md](hack-bodyguard-missions.md).
- **Onboarding** — first session hook, clarity vs. mystery, how much systems the new player sees.
- **Tone & narrative** — how lore shows up (quests, environment, UI), voice of the world.
## Related repo docs
| Area | Location |
|------|----------|
| Module / epic breakdown | [`docs/decomposition/`](../decomposition/README.md) |
| Implementation plans | [`docs/plans/`](../plans/) |
| Architecture | [`docs/architecture/`](../architecture/tech_stack.md) |