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 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.

Hybrid progression: progression.md (vocabulary + why gigs + skills). Gig detail: gigs.md. Skills + seams: skills.md. Abilities (combat vs non-combat actions): abilities.md. Loose ideas: brainstorm/.

Presentation and target rating (vision)

Intent: The world and systems can carry very grim ideas (e.g. noir crime, body horror as fiction, exploitation as something the story condemns or resists). On-screen presentation stays restrained—implication, silhouette, report text, off-camera beats—not graphic adult-only depiction. Overall product goal is roughly a teen-oriented band (think ESRB Teenclass framing); exact labels, cuts, and territory rules are out of scope for per-skill design docs.

TODO

  • Lock target band with stakeholders and (when relevant) compliance counsel—not a commitment to a specific board outcome until submission.
  • Write content guidelines: grim concept vs acceptable depiction (UI, cinematics, props, loot naming) before heavy production on sensitive beats.
  • Track regional ratings and storefront policy (PEGI, CERO, platform rules, etc.) when we approach release—do not block skill or quest design on that in early vision work.

Artifact index

Document Focus Notes
progression.md Shared gig + skill vision, vocabulary, links Start here for progression
skills.md Non-combat skills; seams; v0 skill roster by category With gigs.md; roster encodes Hardshell / Softshell / Edgesmith / Rigging equip vs combat-deploy rules (Seams)
gigs.md 9-gig roster (v1 cyberpunk names); hub, sub-gig, party Recruitment deferred; PvP open indefinite; niche LFG if tool ships
abilities.md Combat gig kits vs skill interactions vs item channels; Seams hooks With gigs.md, skills.md; combat pillars still stub in this overview
brainstorm/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.

  • Progressionprogression.md: hybrid gig + skill overview and vocabulary. Gigs: gigs.md. Skills + seams: skills.md. Recruitment channel deferred; 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.
  • Abilitiesabilities.md: inputs, timing; combo with items; gig vs skill gates (see progression.md vocabulary). Combat pillars stub remains below until written.
  • 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, rep + seams: 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: brainstorm/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. Presentation / ~teen rating target: Presentation and target rating (vision).
Area Location
Module / epic breakdown docs/decomposition/
Implementation plans docs/plans/
Architecture docs/architecture/