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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/.