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

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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 Sprawls 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.
Area Location
Module / epic breakdown docs/decomposition/
Implementation plans docs/plans/
Architecture docs/architecture/