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.

Artifact index

Document Focus Notes
skills.md Classless skills, XP, caps, mastery, gates First vision artifact
(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.

  • Skillsskills.md: classless progression, training, caps, mastery, gates. Professions stay folded into skill graph + reputation unless a future doc defines a non-skill meaning.
  • 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.
  • Abilities — inputs, timing, combo with items and skills.
  • 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, story pressure.
  • 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.
  • 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.
Area Location
Module / epic breakdown docs/decomposition/
Implementation plans docs/plans/
Architecture docs/architecture/