1.6 KiB
1.6 KiB
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/ or docs/plans/.
Summary
Neon Sprawl’s design work here starts from concrete visions of mechanics, items, abilities, skills, professions, zones, and related systems. 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.
Artifact index
| Document | Focus | Notes |
|---|---|---|
| (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.
- Skills — progression feel, caps, synergies, failure modes.
- Professions — identity, fantasy, how they differ from pure skill bundles.
- Zones — tone, danger, travel, faction or economic role.
- Mechanics — loops, constraints, what the server vs. client must honor.
- Items — categories, rarity philosophy, crafting vs. drops.
- Abilities — inputs, timing, combo with items and skills.
Related repo docs
| Area | Location |
|---|---|
| Module / epic breakdown | docs/decomposition/ |
| Implementation plans | docs/plans/ |
| Architecture | docs/architecture/ |