33 lines
1.6 KiB
Markdown
33 lines
1.6 KiB
Markdown
# Game design overview
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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/).
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## Summary
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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.
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## Artifact index
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| Document | Focus | Notes |
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|----------|--------|--------|
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| *(add rows as files land)* | | |
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### Planned topics (stubs)
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Link new files here when they exist; remove or rewrite this subsection once the table is populated.
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- **Skills** — progression feel, caps, synergies, failure modes.
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- **Professions** — identity, fantasy, how they differ from pure skill bundles.
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- **Zones** — tone, danger, travel, faction or economic role.
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- **Mechanics** — loops, constraints, what the server vs. client must honor.
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- **Items** — categories, rarity philosophy, crafting vs. drops.
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- **Abilities** — inputs, timing, combo with items and skills.
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## Related repo docs
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| Area | Location |
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|------|----------|
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| Module / epic breakdown | [`docs/decomposition/`](../decomposition/README.md) |
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| Implementation plans | [`docs/plans/`](../plans/) |
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| Architecture | [`docs/architecture/`](../architecture/tech_stack.md) |
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