From 564018539b66053ab571189f2cab976f3fdb5988 Mon Sep 17 00:00:00 2001 From: JOY Date: Sat, 23 May 2026 02:53:12 +0700 Subject: [PATCH] docs: complete alpha gdd package --- CHANGELOG.md | 7 + ROADMAP.md | 15 + docs/SUMMARY.md | 2 + docs/design/02-vertical-slice-spec.md | 11 +- docs/design/03-systems-index.md | 9 +- docs/design/12-game-design-document.md | 8 + docs/design/26-alpha-game-design-document.md | 26 ++ ...alpha-economy-balance-and-playtest-plan.md | 256 ++++++++++++++++ ...2-alpha-art-audio-and-content-direction.md | 273 ++++++++++++++++++ 9 files changed, 603 insertions(+), 4 deletions(-) create mode 100644 docs/design/31-alpha-economy-balance-and-playtest-plan.md create mode 100644 docs/design/32-alpha-art-audio-and-content-direction.md diff --git a/CHANGELOG.md b/CHANGELOG.md index 51fc2f2..361bdaa 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -21,6 +21,13 @@ versioned release tag yet, so entries are organized as pre-alpha snapshots. `docs/design/30-alpha-ux-flow.md` defines the first alpha UI flow from HUD through dialogue, Body Hall, facilities, Mission Board, Gate HUD, outcome report, offline-agent report, and reinhabitation. +- Alpha economy, balance, playtest, art, audio, and content documentation: + `docs/design/31-alpha-economy-balance-and-playtest-plan.md` defines first + alpha TIME, SECOND, reward, reinhabitation, playtest, success metric, and + balance guardrail defaults; and + `docs/design/32-alpha-art-audio-and-content-direction.md` defines alpha + presentation direction, role silhouettes, UI tone, audio categories, dialogue + tone, and content checklist. - Nakama now has a server-owned prototype Relay Yard facility action lane: `secondspawn_yard_status`, `secondspawn_yard_action_start`, and `secondspawn_yard_action_complete` expose Clinic stabilization, Training diff --git a/ROADMAP.md b/ROADMAP.md index 9ababb8..5f4c891 100644 --- a/ROADMAP.md +++ b/ROADMAP.md @@ -95,6 +95,10 @@ 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] 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, + and alpha content guardrails. - [x] Backend tests for Nakama runtime behavior and model-backed fallback. - [x] Unity project baseline upgraded to Unity `6000.5.0b9`. - [x] Local Nakama runtime smoke-tested with the current TypeScript module. @@ -269,6 +273,14 @@ prototype. `docs/design/30-alpha-ux-flow.md`: Main HUD, focused dialogue, Body Hall, facility panel, Mission Board, Gate HUD, outcome report, offline-agent report, and reinhabitation flow. +- [ ] Apply the alpha economy and playtest tuning from + `docs/design/31-alpha-economy-balance-and-playtest-plan.md`: TIME warning + thresholds, Gate exposure, partial and full clear rewards, Clinic costs, + first-playtest script, and success metrics. +- [ ] Apply the alpha presentation direction from + `docs/design/32-alpha-art-audio-and-content-direction.md`: modern + system-apocalypse visual tone, role silhouettes, dialog readability, + fallback/error colors, TIME warnings, Gate audio, and alpha content checklist. - [x] Define the first Town/Yard building slice: clinic, body hall, workshop, signal tower, mess hall, memorial wall, market stall, and timer rules as world-simulation time, not pay-to-skip friction. @@ -283,6 +295,9 @@ prototype. `28-character-body-and-roster-design.md`. - [x] Define the alpha questline, encounter, and UX docs: `29-alpha-questline-and-encounter-design.md` and `30-alpha-ux-flow.md`. +- [x] Define the alpha economy, balance, playtest, art, audio, and content + docs: `31-alpha-economy-balance-and-playtest-plan.md` and + `32-alpha-art-audio-and-content-direction.md`. - [x] Add server-owned permanent NPC seed/list and prototype interaction RPCs. - [x] Add a Unity Play Mode debug panel for permanent NPC seed/list and NPC-to-NPC interaction smoke testing. diff --git a/docs/SUMMARY.md b/docs/SUMMARY.md index 0f7a89c..328a9a2 100644 --- a/docs/SUMMARY.md +++ b/docs/SUMMARY.md @@ -13,6 +13,8 @@ - [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) - [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) - [Game Concept](design/00-game-concept.md) - [Game Pillars](design/01-pillars.md) - [Vertical Slice Spec](design/02-vertical-slice-spec.md) diff --git a/docs/design/02-vertical-slice-spec.md b/docs/design/02-vertical-slice-spec.md index 0144767..3b98410 100644 --- a/docs/design/02-vertical-slice-spec.md +++ b/docs/design/02-vertical-slice-spec.md @@ -55,6 +55,11 @@ Execution references: - [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md) defines the first questline and encounter plan. - [30-alpha-ux-flow.md](30-alpha-ux-flow.md) defines the alpha UI flow. +- [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md) + defines alpha economy tuning defaults and playtest success metrics. +- [32-alpha-art-audio-and-content-direction.md](32-alpha-art-audio-and-content-direction.md) + defines alpha presentation, UI tone, audio placeholders, and content + guardrails. --- @@ -192,8 +197,8 @@ When slice is complete, decision tree: | Decision | Phase Blocked | JOY Owner | | ---- | ---- | ---- | -| SECOND economy (cost per reinhabitation, source, sink) | Phase 5 | JOY (input later) | -| TIME economy tuning (drain, earn, spend, transfer, top-up rules) | Phase 6 | JOY (input later) | +| SECOND live economy beyond alpha defaults | Phase 5 | JOY (input later) | +| TIME economy beyond alpha drain and reward defaults | Phase 6 | JOY (input later) | | Pioneer Charter first-clear reward resource and duration | Post-slice / Alpha | JOY (input later) | | Cosmetic NFT integration approach | Phase 7, optional | JOY (input later) | | Voice NPC vendor | NOT in slice | Defer | @@ -210,6 +215,8 @@ When slice is complete, decision tree: - Character and body design: [28-character-body-and-roster-design.md](28-character-body-and-roster-design.md) - Alpha questline and encounter design: [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md) - Alpha UX flow: [30-alpha-ux-flow.md](30-alpha-ux-flow.md) +- Alpha economy, balance, and playtest plan: [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md) +- Alpha art, audio, and content direction: [32-alpha-art-audio-and-content-direction.md](32-alpha-art-audio-and-content-direction.md) - Pillars: [01-pillars.md](01-pillars.md) - Concept: [00-game-concept.md](00-game-concept.md) - ADRs (current): [docs/adr/](../adr/) diff --git a/docs/design/03-systems-index.md b/docs/design/03-systems-index.md index 8a8a68d..4fc8326 100644 --- a/docs/design/03-systems-index.md +++ b/docs/design/03-systems-index.md @@ -53,6 +53,11 @@ The first alpha execution spine is: states. 5. [30-alpha-ux-flow.md](30-alpha-ux-flow.md) for the first alpha UX flow and required player-facing surfaces. +6. [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md) + for alpha tuning defaults, reward rules, playtest script, and balance + guardrails. +7. [32-alpha-art-audio-and-content-direction.md](32-alpha-art-audio-and-content-direction.md) + for alpha presentation, UI tone, audio needs, and content guardrails. Use these files when creating GitHub issues, technical designs, or Unity blockout tasks for the alpha. @@ -81,7 +86,7 @@ blockout tasks for the alpha. | 12 | Level/stat progression | Progression | MVP | Prototype | [14-character-stat-and-relationship-system.md](14-character-stat-and-relationship-system.md) | Persistence | | 13 | Reincarnation flow (death -> SECOND -> new Frame) | Progression | VS | Prototype | [12-game-design-document.md](12-game-design-document.md) | Level/stats, NFT escrow, Persistence | | 14 | SECOND economy | Economy | VS | Not designed | (GDD pending - JOY input) | DOS Chain integration | -| 36 | TIME / SECOND economy | Economy | VS | Prototype | [08-time-as-currency.md](08-time-as-currency.md) | Reincarnation, Combat, Persistence | +| 36 | TIME / SECOND economy | Economy | VS | Prototype | [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md), [08-time-as-currency.md](08-time-as-currency.md) | Reincarnation, Combat, Persistence | | 38 | Gate first-clear and Pioneer Charter economy | Economy / Gameplay | Alpha | Concept | [15-gate-dungeon-pioneer-charter-system.md](15-gate-dungeon-pioneer-charter-system.md) | Dungeon, Combat, Persistence, Rewards, Anti-cheat | | 15 | NFT inventory (Hunter Frame skin slice scope) | Economy | VS | Not started | (TDD pending) | thirdweb-api MCP, Persistence | | 16 | NFT escrow (lock on equip, release on unequip) | Economy | VS | Not started | (TDD pending) | NFT inventory, DOS Chain | @@ -98,7 +103,7 @@ blockout tasks for the alpha. | 27 | Reincarnation UI | UI | VS | Not started | [30-alpha-ux-flow.md](30-alpha-ux-flow.md) | Reincarnation flow | | 28 | AI agent activity log UI | UI | VS | Not started | [30-alpha-ux-flow.md](30-alpha-ux-flow.md) | AI agent | | 40 | Gameplay ledger (reward, BodyTime, combat, quest audit) | Persistence / Meta | MVP | Prototype | [23-gameplay-ledger-technical-design.md](23-gameplay-ledger-technical-design.md) | Profile, TIME / SECOND economy, Combat, Quest | -| 29 | Audio (SFX, ambient, music - placeholder for slice) | Audio | VS | Not started | (deferred template `_deferred/sound-bible.md`) | - | +| 29 | Audio (SFX, ambient, music - placeholder for slice) | Audio | VS | Not started | [32-alpha-art-audio-and-content-direction.md](32-alpha-art-audio-and-content-direction.md) | - | | 30 | Chat (Nakama channel first, Supabase Realtime sidecar only if useful) | Narrative / UI | VS | Not started | (TDD pending) | Nakama | | 39 | Faction architecture (Great Powers, The Twelve Warlords, local institutions) | Narrative | VS | Design | [22-faction-architecture.md](22-faction-architecture.md) | Story Bible, NPC memory | | 31 | LLM intent validation (api.dos.ai model service pattern) | Meta / Engineering | MVP | Prototype | [11-npc-agent-brain-architecture.md](11-npc-agent-brain-architecture.md) | LLM provider | diff --git a/docs/design/12-game-design-document.md b/docs/design/12-game-design-document.md index e399f67..2f53b32 100644 --- a/docs/design/12-game-design-document.md +++ b/docs/design/12-game-design-document.md @@ -38,6 +38,12 @@ The alpha-specific playable target is now split into focused build documents: - [30-alpha-ux-flow.md](30-alpha-ux-flow.md) defines the first alpha UX flow across HUD, NPC dialogue, Body Hall, facilities, Mission Board, Gate HUD, outcome report, offline-agent report, and reinhabitation. +- [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md) + defines alpha tuning defaults, reward rules, playtest script, metrics, and + balance guardrails. +- [32-alpha-art-audio-and-content-direction.md](32-alpha-art-audio-and-content-direction.md) + defines alpha presentation direction, UI tone, audio needs, and content + guardrails. Use those files as the execution spine for the first alpha. This larger GDD remains the broad product source, but implementation tasks should reference @@ -1586,6 +1592,8 @@ Useful source documents: - [28-character-body-and-roster-design.md](28-character-body-and-roster-design.md) - [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md) - [30-alpha-ux-flow.md](30-alpha-ux-flow.md) +- [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md) +- [32-alpha-art-audio-and-content-direction.md](32-alpha-art-audio-and-content-direction.md) --- diff --git a/docs/design/26-alpha-game-design-document.md b/docs/design/26-alpha-game-design-document.md index 4866e27..0d665f1 100644 --- a/docs/design/26-alpha-game-design-document.md +++ b/docs/design/26-alpha-game-design-document.md @@ -25,6 +25,12 @@ Companion execution docs: - [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. +- [31-alpha-economy-balance-and-playtest-plan.md](31-alpha-economy-balance-and-playtest-plan.md) + defines alpha tuning defaults, reward rules, playtest script, metrics, and + balance guardrails. +- [32-alpha-art-audio-and-content-direction.md](32-alpha-art-audio-and-content-direction.md) + defines alpha presentation direction, UI tone, audio needs, and content + guardrails. Alpha means: @@ -40,6 +46,16 @@ Alpha means: Alpha does **not** mean content scale, monetization, live operations, guild PvP, full economy, full voice, or final art. +The alpha design package is complete when the companion docs cover: + +- core loop and scope +- Relay Yard and Ash Underpass layout +- character/body roster and hostile body constraints +- questline and encounter plan +- UX flow and player-facing surfaces +- economy, balance, and playtest plan +- art, audio, and content direction + --- ## 2. One-Sentence Alpha Pitch @@ -86,6 +102,8 @@ The game earns this promise through five visible facts: | Progression | Current-body level, stats, injury, memory, relationship, and selected account/soul carryover placeholders. | | Multiplayer | 1-4 player smoke target in alpha, with 4-20 player architecture retained for later validation. | | Art | Prototype readable, not final. Prioritize silhouettes, nameplates, bubbles, and level readability. | +| Audio | Placeholder but identity-bearing: TIME warning, Gate entry, combat hits, outcome, and body death. | +| Playtest | 30-60 minute comprehension test before adding scale. | --- @@ -442,6 +460,9 @@ Open backlog items that directly feed alpha design: | #34 Dungeon and boss plan | Covered by [27-alpha-level-design.md](27-alpha-level-design.md) and [29-alpha-questline-and-encounter-design.md](29-alpha-questline-and-encounter-design.md). | | #29 Time-loot rules | Keep design-only until combat validation and anti-abuse are ready. | +Alpha docs also define issue-ready work for economy/playtest and presentation, +even before a GitHub issue exists for each exact UI/audio task. + --- ## 17. Alpha Acceptance Checklist @@ -461,6 +482,11 @@ The alpha design is complete enough when: - [ ] Offline-agent policy or report is visible. - [ ] All reward, TIME, SECOND, quest, body, and combat changes are server-authoritative. +- [ ] A tester can explain the core loop in one sentence. +- [ ] A tester can distinguish TIME from SECOND after one mission. +- [ ] A tester remembers at least one NPC/body name or role. +- [ ] Presentation reads as modern system-apocalypse, not generic sci-fi or + generic fantasy. --- diff --git a/docs/design/31-alpha-economy-balance-and-playtest-plan.md b/docs/design/31-alpha-economy-balance-and-playtest-plan.md new file mode 100644 index 0000000..f7a845b --- /dev/null +++ b/docs/design/31-alpha-economy-balance-and-playtest-plan.md @@ -0,0 +1,256 @@ +# Alpha Economy, Balance, and Playtest Plan + +*Status: Alpha design baseline* +*Created: 2026-05-23* +*Source of truth level: First alpha tuning and playtest contract. Numbers are +prototype targets, not final live economy.* + +--- + +## 1. Purpose + +This document defines the first alpha balance targets for TIME, SECOND, +mission reward, reinhabitation, body risk, and playtest evaluation. + +The goal is not to solve the full economy. The goal is to make the first alpha +session coherent enough that testers understand: + +- TIME keeps the current body alive. +- SECOND is the unit used for rewards, costs, ledgers, and reinhabitation. +- A Gate run can improve survival, but also risks the body. +- Body death matters without ending the account. +- The first numbers are intentionally small, visible, and server-owned. + +--- + +## 2. Alpha Balance Philosophy + +Alpha tuning should prefer clarity over perfect economy. + +Design principles: + +1. The first session should show TIME pressure, not punish exploration. +2. The first Gate should pay enough SECOND to feel useful, not enough to erase + death risk. +3. The first spend sink should create a visible benefit. +4. Reinhabitation cost should be visible, but the first alpha should not hard + block the player after one test death. +5. Every value must be server-owned and logged. +6. LLM output must never set reward, cost, TIME, or SECOND values. + +--- + +## 3. Alpha Economy Defaults + +These values are test defaults. They can change after playtest. + +| Value | Target | +| ---- | ---- | +| Account starting reserve | `604800 SECOND`, equal to 7 days. | +| Reinhabitation test cost | `432000 SECOND`, equal to 5 days. | +| Starting body TIME | 30-60 minutes for alpha testing, unless the debug profile keeps longer. | +| Low TIME warning | Below 5 minutes. | +| Critical TIME warning | Below 60 seconds. | +| Ash Underpass expected exposure | 6-10 minutes. | +| Partial extract reward | 180-240 SECOND. | +| Full clear reward | 360-420 SECOND. | +| Clinic stabilization cost | 120-300 SECOND, depending on effect. | +| Training Yard focus drill reward | Small stat or memory benefit, no direct power spike. | +| Signal Tower sweep reward | Mission clue or route risk reduction, not raw currency first. | + +UI can show TIME equivalent as secondary explanatory text: + +```text ++180 SECOND +TIME +3m equivalent +``` + +But the ledger and primary reward should remain SECOND. + +--- + +## 4. TIME Drain Rules + +Alpha drain should be state-based. + +| State | Drain | +| ---- | ---- | +| Safe Relay Yard | No normal drain in alpha. | +| Gate threshold | Light drain warning only, optional. | +| Gate combat room | Active drain. | +| Boss or elite room | Higher pressure drain or scripted warning. | +| Offline agent safe policy | No drain or tiny bounded drain in alpha. | +| Offline agent risky policy | Deferred until policy and report are implemented. | + +Why no Yard drain in alpha: + +- It prevents social and exploration players from feeling punished. +- It keeps TIME meaningful when the player chooses risk. +- It avoids confusing first-time testers while UI and reinhabitation are still + new. + +--- + +## 5. Reward Rules + +Reward sources allowed in alpha: + +- mission objective completion +- enemy or elite defeat +- first clear record placeholder +- Yard facility action completion + +Reward sources not allowed in alpha: + +- free LLM promise +- client-submitted amount +- repeated self-farming without event id +- player-vs-player time-loot unless #29 is implemented and reviewed +- marketplace or chain reward + +Reward shape: + +| Source | Reward | +| ---- | ---- | +| Signal proof partial extract | small SECOND, clue memory, small trust gain | +| Tollkeeper full clear | larger SECOND, clear record, stronger respect or fear delta | +| Training target defeat | tiny bounded BodyTime or SECOND-equivalent smoke reward | +| Signal Tower sweep | route clue, hazard reveal, possible reduced expected TIME exposure | +| Clinic stabilization | costs SECOND, improves body condition or near-death safety | + +--- + +## 6. Body Risk and Reinhabitation + +Alpha should show body risk without making the test loop brittle. + +Recommended first alpha rule: + +- Normal Gate failure can injure the body or reduce TIME. +- Tutorial or smoke-test death can trigger reinhabitation. +- Full body death should be clear, rare, and intentional in the first playtest. + +Death must show: + +- body lost +- what body-bound state was lost +- what account/soul state survived +- SECOND cost to continue +- next eligible body preview + +Do not tune alpha death as final live-service punishment. First prove that +players understand and care. + +--- + +## 7. Body Power Balance + +Starter body should be readable and forgiving. + +Recommended starter: + +- Sentinel-like or balanced contractor. +- Slightly higher endurance and focus. +- Simple melee kit. +- Clear attack feedback. + +Alternate starter previews: + +- Courier: faster, lower durability, route clue affinity. +- Clinic Operator: support identity, harder first combat tuning. + +Hostile body candidates remain locked unless a specific test requires them. +They should be balanced as high-risk identity experiments, not upgrades. + +--- + +## 8. Alpha Playtest Plan + +### Test Group + +Minimum internal alpha read: + +- JOY +- one agent-assisted observer or reviewer +- 1-3 external testers if WebGL or native build lane is ready + +### Session Length + +Target session: + +- 30 minutes for first-loop comprehension. +- 60 minutes for full alpha loop. + +### Test Script + +Do not over-explain the loop. Give only this prompt: + +```text +Play until you return from the first Gate or lose your current body. Tell us +what you think the core loop is. +``` + +### Observations To Capture + +| Question | Pass Signal | +| ---- | ---- | +| Does the player know who they are inhabiting? | They can name the current body or role. | +| Does the player understand TIME? | They describe it as body life or survival time. | +| Does the player understand SECOND? | They describe it as reward, cost, or reinhabitation unit. | +| Does the player care about an NPC or body? | They mention a named NPC/body unprompted. | +| Does the Gate feel like risk? | They notice TIME, injury, or body loss pressure. | +| Does the outcome report explain consequence? | They can state what changed after the run. | +| Does offline agent matter? | They notice or ask about return report/policy. | + +--- + +## 9. Success Metrics + +Alpha design success is not measured by retention yet. It is measured by +comprehension and emotional hook. + +Minimum pass: + +- 80 percent of testers can explain the loop in one sentence. +- 80 percent understand TIME vs SECOND after one mission. +- 60 percent remember at least one NPC or body name/role. +- 60 percent understand that death loses the body, not the account. +- No tester believes the LLM can grant rewards directly. + +Qualitative WOW target: + +- At least one tester says some version of: "This NPC/body feels like it has a + life before me." +- At least one tester asks what happened while they were offline or what their + agent can do. +- At least one tester wants to rerun the Gate for a better outcome or to save + the body. + +--- + +## 10. Tuning Questions After First Playtest + +Answer these after the first three full sessions: + +1. Was TIME pressure visible or annoying? +2. Did SECOND reward feel meaningful? +3. Did players understand why a Yard action mattered? +4. Did players want to talk to NPCs more than once? +5. Did the Gate feel too short, too long, or just enough? +6. Did anyone confuse reinhabitation with normal respawn? +7. Did outcome report text explain consequence clearly? +8. Did AI fallback or model latency hurt the fantasy? +9. Did the current body feel like a character or just a skin? +10. Which system made the player say "I get it" first? + +--- + +## 11. Hard Balance Guardrails + +- Do not add direct wallet-to-body TIME top-up in alpha. +- Do not add pay-to-skip Yard timers in alpha. +- Do not add gacha body acquisition. +- Do not add body fusion as a player progression loop. +- Do not allow client-owned reward amounts. +- Do not let LLM text set economy state. +- Do not tune around whales or monetization before fun/comprehension is proven. diff --git a/docs/design/32-alpha-art-audio-and-content-direction.md b/docs/design/32-alpha-art-audio-and-content-direction.md new file mode 100644 index 0000000..43b6b38 --- /dev/null +++ b/docs/design/32-alpha-art-audio-and-content-direction.md @@ -0,0 +1,273 @@ +# Alpha Art, Audio, and Content Direction + +*Status: Alpha design baseline* +*Created: 2026-05-23* +*Source of truth level: First alpha presentation and content direction. This is +not a final art bible.* + +--- + +## 1. Purpose + +This document defines the presentation direction for the first alpha so the +prototype does not drift into generic sci-fi, generic fantasy, or noisy debug +visuals. + +The alpha must communicate: + +- modern post-disaster Yard outside the Gate +- readable manhwa-style system pressure +- mortal body risk +- Gate interior as a separate hostile rule-space +- NPCs as living bodies with roles, not decoration + +--- + +## 2. Art Direction Summary + +Working art direction: + +> Stylized semi-real modern system-apocalypse with readable ARPG silhouettes. + +This is not hard sci-fi. It is not pure medieval fantasy. It is a modern +post-disaster world where Gate interiors can create fantasy-readable combat +spaces. + +Visual contrast: + +| Space | Direction | +| ---- | ---- | +| Relay Yard | Modern, damaged, industrial, practical, lived-in. | +| Body Hall / Clinic | Medical, body-storage, repair, transfer, restrained biotech. | +| Training Yard | Practical combat yard, target dummies, safety markings, worn equipment. | +| Signal Tower | Scrapped antenna, route boards, hazard maps, field electronics. | +| Ash Underpass | Transit ruin, ash, repeated tunnels, impossible plaza, signal glow. | +| Toll Plaza Arena | Gate-shaped checkpoint fantasy, route toll, passage authority. | + +--- + +## 3. Style Guardrails + +Allowed: + +- anime-stylized semi-real characters +- readable low-poly or stylized combat silhouettes for prototype +- modern clothing, armor, improvised gear, route equipment, body rigs +- swords, bows, crossbows, hammers, shields, crude firearms later if animation + support exists +- Gate spaces that look like ruins, camps, caves, plazas, arenas, or corrupted + infrastructure + +Avoid: + +- glossy spaceship sci-fi +- full medieval kingdom baseline outside Gates +- pure cyberpunk neon overload +- beige/brown-only wasteland +- overly realistic gore +- unreadable particle spam +- tiny UI text as core presentation + +Current asset reality: + +- Existing prototype uses stylized low-poly and Explosive animation pack + silhouettes. +- Alpha can use these assets as readability scaffolding. +- Final style can move closer to anime-stylized semi-real once character + production is clear. + +--- + +## 4. Character Presentation + +Characters must read by role before they read by lore. + +| Role | Visual Read | +| ---- | ---- | +| Sentinel | shield, guard stance, heavier outline, checkpoint authority | +| Courier | lighter body, motion bias, route gear, small packs | +| Clinic Operator | clean repair/medical silhouette, tool staff, less combat aggression | +| Scrap Warden | heavy tool, work gear, blunt weapon, yard authority | +| Crossline Surveyor | ranged weapon, map/signal gear, distance posture | +| Hostile Runner | unstable motion, lean silhouette, low trust read | +| Signal Jack | signal device or ranged pressure silhouette | +| Tollkeeper Shell | large checkpoint guardian silhouette, debt/passages motif | + +If a model has a cool bonus visual but does not match the alpha role, do not +force it into the focus cast. Save it for a later body candidate. + +--- + +## 5. Gear and Clothing Direction + +The world should feel modern but physically harsh. + +Use: + +- practical coats +- work gloves +- patched armor plates +- route harnesses +- medical straps +- tool belts +- salvaged shields +- worn weapons +- signal packs +- body tags and registry marks + +Do not split the world into "modern outside" and "fantasy gear inside" if the +same body carries gear through both. Gear should plausibly travel from Yard to +Gate. Gate enemies can look stranger, but player/NPC gear should remain +coherent. + +--- + +## 6. Gate Visual Language + +Gates are separate rule-spaces, not normal rooms. + +Ash Underpass motifs: + +- ash on concrete +- repeating road markings +- broken transit signs +- signal pulses +- checkpoint barriers +- toll gates +- body-shadow residue +- impossible turnbacks + +The Gate can produce fantasy-readable enemies, but alpha should explain them +through corrupted bodies, route residue, signal anomalies, and Gate matter. + +--- + +## 7. UI Visual Direction + +UI should feel like a working survival interface, not a debug overlay. + +Rules: + +- TIME is shown as readable duration. +- SECOND is shown as number/currency. +- Dialog text must be large enough at QHD and 4K. +- Player and NPC message bubbles should have distinct alignment. +- Outcome report should be a real panel, not a console log. +- AI fallback/error status should be visible but not visually dominant. +- Avoid giant walls of text during combat. + +Color direction: + +| State | Color Direction | +| ---- | ---- | +| Healthy model-backed AI | calm white or green | +| Queued | muted blue/white | +| Fallback | amber | +| Error | red | +| Low TIME | amber | +| Critical TIME | red plus non-color warning | +| Reward SECOND | bright but restrained | + +--- + +## 8. Audio Direction + +Alpha audio can be simple, but it should support game identity. + +Required audio categories: + +- UI click and confirm. +- TIME low warning. +- TIME critical warning. +- Gate entry. +- Gate objective verified. +- Enemy hit. +- Enemy defeated. +- Player damaged. +- Outcome report open. +- Body death or reinhabitation moment. + +Ambient direction: + +| Area | Audio Feel | +| ---- | ---- | +| Relay Yard | low machinery, distant radio, clinic hum, workers, wind | +| Signal Tower | static, pings, route scanner, antenna wind | +| Clinic | muffled monitor pulse, soft machinery | +| Gate Threshold | pressure swell, signal distortion | +| Ash Underpass | hollow concrete, ash scrape, signal echo | +| Tollkeeper Arena | low toll pulse, gate resonance, heavy impacts | + +Voice: + +- Full NPC voice is not required for alpha. +- Voice profiles should exist as metadata. +- Text must carry character identity until real TTS is available. + +--- + +## 9. Content Tone + +Dialogue tone: + +- short +- grounded +- specific to body, Yard, route, Gate, or relationship +- no generic "chosen one" speeches +- no lore lectures in first contact +- no awkward identity explanations unless the player asks + +Good line: + +```text +That route is still coughing signal. If it is bait, your body pays first. +``` + +Bad line: + +```text +Welcome to the vast cybernetic multiverse of endless rebirth, hero. +``` + +NPCs should speak like people working under pressure, not wiki pages. + +--- + +## 10. Alpha Content Checklist + +Required presentation content: + +- [ ] One readable Relay Yard layout. +- [ ] One Clinic / Body Hall identity. +- [ ] One Training Yard target setup. +- [ ] One Signal Tower / Mission Board identity. +- [ ] One Gate Apron danger transition. +- [ ] One Ash Underpass material set or blockout theme. +- [ ] One Tollkeeper Shell silhouette. +- [ ] Ten readable NPC nameplates. +- [ ] Three focus NPC dialogue styles. +- [ ] One outcome report UI style. +- [ ] TIME warning audio or placeholder. +- [ ] Gate entry audio or placeholder. + +Deferred: + +- final character art +- final voice +- full music score +- cosmetic shop presentation +- marketplace UI +- complex VFX +- multi-zone biome set + +--- + +## 11. Art Risks + +| Risk | Mitigation | +| ---- | ---- | +| Modern plus fantasy reads inconsistent | Keep player/NPC gear coherent; let Gate enemies carry stranger visuals. | +| Low-poly assets make serious tone feel toy-like | Use lighting, camera, UI, and dialogue tone to keep pressure. | +| Anime semi-real target is too expensive early | Prototype with readable stylized assets first, then upgrade focus cast. | +| UI text overwhelms combat | Use focused panels outside combat and compact HUD in Gate. | +| NPCs blend together | Strong role silhouettes, color control, voice profile metadata, and nameplate discipline. |