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3 changes: 3 additions & 0 deletions ROADMAP.md
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Expand Up @@ -98,6 +98,9 @@ Recommended views:
Underpass Signal`, the Tollkeeper Shell encounter, mission card, outcome
report, dialogue flow, Body Hall, Gate HUD, offline-agent report, and
reinhabitation presentation.
- [x] Ash Underpass Gate gameplay packet documented for mission state,
room-by-room objectives, combat and objective authority boundaries, reward
outcomes, UI/audio needs, implementation packets, and evidence requirements.
- [x] Alpha economy, balance, playtest, art, audio, and content direction
documented for TIME, SECOND, reward defaults, reinhabitation pressure,
playtest success metrics, visual tone, UI color language, audio placeholders,
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1 change: 1 addition & 0 deletions docs/SUMMARY.md
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Expand Up @@ -19,6 +19,7 @@
- [Alpha Level Design](design/27-alpha-level-design.md)
- [Character, Body, and Roster Design](design/28-character-body-and-roster-design.md)
- [Alpha Questline and Encounter Design](design/29-alpha-questline-and-encounter-design.md)
- [Ash Underpass Gate Gameplay Design](design/54-ash-underpass-gate-gameplay-design.md)
- [Alpha UX Flow](design/30-alpha-ux-flow.md)
- [Alpha Economy, Balance, and Playtest Plan](design/31-alpha-economy-balance-and-playtest-plan.md)
- [Alpha Art, Audio, and Content Direction](design/32-alpha-art-audio-and-content-direction.md)
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3 changes: 3 additions & 0 deletions docs/design/26-alpha-game-design-document.md
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Expand Up @@ -22,6 +22,9 @@ Companion execution docs:
- [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md)
defines the first questline, encounter roles, Tollkeeper Shell, rewards, and
failure states.
- [54-ash-underpass-gate-gameplay-design.md](54-ash-underpass-gate-gameplay-design.md)
defines the first Gate mission's state machine, rooms, objectives, authority
boundaries, rewards, and evidence checklist.
- [30-alpha-ux-flow.md](30-alpha-ux-flow.md) defines the first alpha UX flow
from HUD to dialogue, Body Hall, Mission Board, outcome, agent report, and
reinhabitation.
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3 changes: 3 additions & 0 deletions docs/design/27-alpha-level-design.md
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Expand Up @@ -26,6 +26,9 @@ Quest, encounter, and UX companions:
- [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md)
defines the quest steps, enemy roles, Tollkeeper Shell, rewards, and failure
states for this layout.
- [54-ash-underpass-gate-gameplay-design.md](54-ash-underpass-gate-gameplay-design.md)
defines the detailed room contracts, objective state, encounter actors, and
evidence checklist for Ash Underpass.
- [30-alpha-ux-flow.md](30-alpha-ux-flow.md) defines how the player reads the
mission, Gate HUD, dialogue, outcome, and reinhabitation surfaces.

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6 changes: 6 additions & 0 deletions docs/design/29-alpha-questline-and-encounter-design.md
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Expand Up @@ -14,6 +14,12 @@ Gate encounter. It is intentionally small: one hub questline, one Gate mission,
one elite or boss shell, one outcome report, and enough NPC context to make the
world feel alive.

Detailed Gate gameplay packet:

- [54-ash-underpass-gate-gameplay-design.md](54-ash-underpass-gate-gameplay-design.md)
defines room contracts, mission state machine, objective validation,
encounter actors, outcome rules, and evidence requirements.

Backlog coverage:

- #33 Build first questline and hub NPC story beat.
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12 changes: 12 additions & 0 deletions docs/design/33-alpha-production-backlog.md
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Expand Up @@ -131,6 +131,12 @@ Goal:
> Let the player choose a Gate mission with clear risk, reward, and body
> suitability.

Detailed build contract:

- [54-ash-underpass-gate-gameplay-design.md](54-ash-underpass-gate-gameplay-design.md)
for the Ash Underpass mission definition, attempt lifecycle, state machine,
room flow, and evidence checklist.

Required work:

| Task | Acceptance |
Expand All @@ -153,6 +159,12 @@ Goal:
> Prove the action loop with one short Gate route, one hostile type, one signal
> objective, and one elite or boss shell.

Detailed build contract:

- [54-ash-underpass-gate-gameplay-design.md](54-ash-underpass-gate-gameplay-design.md)
for room contracts, encounter actors, combat/objective boundaries, and
partial/full clear rules.

Required work:

| Task | Acceptance |
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4 changes: 4 additions & 0 deletions docs/design/34-alpha-acceptance-matrix.md
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Expand Up @@ -11,6 +11,10 @@
This document defines how to decide whether the alpha GDD has been implemented
well enough to show to testers.

Gate mission evidence should use
[54-ash-underpass-gate-gameplay-design.md](54-ash-underpass-gate-gameplay-design.md)
as the detailed room, state, objective, and outcome contract.

It is intentionally practical. Each row maps a player-facing promise to:

- required proof
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1 change: 1 addition & 0 deletions docs/design/38-alpha-design-decision-register.md
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Expand Up @@ -141,6 +141,7 @@ When a design question appears during implementation:
| `27-alpha-level-design.md` | The Garden and Ash Underpass blockout. |
| `28-character-body-and-roster-design.md` | Body, roster, hostile body, voice, memory, and relationship rules. |
| `29-alpha-questline-and-encounter-design.md` | First quest and encounter. |
| `54-ash-underpass-gate-gameplay-design.md` | Detailed first Gate mission state, room, objective, and evidence contract. |
| `30-alpha-ux-flow.md` | Player-facing UX flow. |
| `31-alpha-economy-balance-and-playtest-plan.md` | TIME, SECOND, reward, playtest, and balance. |
| `32-alpha-art-audio-and-content-direction.md` | Presentation, UI tone, audio, and content guardrails. |
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