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4 changes: 4 additions & 0 deletions CHANGELOG.md
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Expand Up @@ -7,6 +7,10 @@ versioned release tag yet, so entries are organized as pre-alpha snapshots.

### Added

- Alpha asset shortlist for issue #175, covering Anime-Ready Semi-Real PBR
versus Full Anime Cel / Toon, recommended first import tests, candidate
player/NPC bodies, enemies, environments, shaders, purchase guidance, and
import test order.
- Alpha art look-dev backlog lane: Project #5 now tracks the look-dev scene,
asset shortlist, clean PBR shader recipe, Web/mobile visual budget, and body
rig/animation compatibility validation issues for the Anime-Ready Semi-Real
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5 changes: 5 additions & 0 deletions ROADMAP.md
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Expand Up @@ -120,6 +120,9 @@ Recommended views:
- [x] Art look-dev execution backlog seeded with Project #5 issues for the
isolated look-dev scene, asset shortlist, clean PBR shader recipe, Web/mobile
visual budget, and body rig/animation compatibility validation.
- [x] Alpha asset shortlist documented for issue #175, including style-fork
comparison, recommended first import tests, purchase guidance, and import
test order for player/NPC bodies, enemies, environments, and shaders.
- [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.
Expand Down Expand Up @@ -379,6 +382,8 @@ prototype.
[#176](https://github.com/DOS/Second-Spawn/issues/176), Web/mobile budget
[#177](https://github.com/DOS/Second-Spawn/issues/177), and body rig/action
compatibility [#178](https://github.com/DOS/Second-Spawn/issues/178).
- [x] Complete the issue #175 asset shortlist in
`docs/design/41-alpha-asset-shortlist.md`.
- [ ] Build alpha work in the milestone order from
`docs/design/33-alpha-production-backlog.md`: A0 stabilization, A1 Body
Hall, A2 Relay Yard facility loop, A3 Mission Board, A4 Gate combat, A5
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1 change: 1 addition & 0 deletions docs/SUMMARY.md
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Expand Up @@ -21,6 +21,7 @@
- [Alpha Design Decision Register](design/38-alpha-design-decision-register.md)
- [Alpha Stats and Skills Design](design/39-alpha-stats-and-skills-design.md)
- [Soul Skill Carryover and Sync Design](design/40-soul-skill-carryover-and-sync.md)
- [Alpha Asset Shortlist](design/41-alpha-asset-shortlist.md)
- [Game Concept](design/00-game-concept.md)
- [Game Pillars](design/01-pillars.md)
- [Vertical Slice Spec](design/02-vertical-slice-spec.md)
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3 changes: 3 additions & 0 deletions docs/design/03-systems-index.md
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Expand Up @@ -75,6 +75,9 @@ The first alpha execution spine is:
13. [40-soul-skill-carryover-and-sync.md](40-soul-skill-carryover-and-sync.md)
for learned skill survival, body imprint loss, equipment gates,
soul-body sync, effective skill execution, and UI lock reasons.
14. [41-alpha-asset-shortlist.md](41-alpha-asset-shortlist.md) for alpha asset
candidates, purchase guidance, style-fork comparison, import test order,
and visual budget risks.

Use these files when creating GitHub issues, technical designs, or Unity
blockout tasks for the alpha.
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16 changes: 16 additions & 0 deletions docs/design/32-alpha-art-audio-and-content-direction.md
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Expand Up @@ -20,6 +20,8 @@ The alpha must communicate:
- mortal body risk
- Gate interior as a separate hostile rule-space
- NPCs as living bodies with roles, not decoration
- bright, attractive, character-forward presentation instead of grimdark ARPG
heaviness

---

Expand All @@ -34,6 +36,11 @@ 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.

The tone is not grimdark. SECOND SPAWN can carry risk, death, TIME pressure,
and body loss while still feeling colorful, aspirational, and character-led.
The main character appeal should favor attractive bodies, memorable faces,
clean silhouettes, and stylish gear over horror, grime, or oppressive realism.

`Anime-Ready Semi-Real` means:

- human-proportioned characters, not chibi or super-deformed bodies
Expand Down Expand Up @@ -72,6 +79,14 @@ Reference examples for direction, not copying:
| Love and Deepspace | Semi-real attractive faces and romance-market character polish. | Do not make the game a portrait-first romance product. |
| Solo Leveling and Pick Me Up-style manhwa | Modern system-story tone, readable rank/body fantasy, serious but stylish action mood. | Do not copy protected characters, plots, or exact costume designs. |

Primary market appeal:

- players who like attractive anime-adjacent characters
- players who want stylish companions, rivals, bosses, and recruitable bodies
- players who care about character identity as much as combat power
- players who respond to bright, polished, social, and collectible character
presentation

Negative references:

| Direction | Why It Is Not The Target |
Expand Down Expand Up @@ -114,6 +129,7 @@ Avoid:
- full medieval kingdom baseline outside Gates
- pure cyberpunk neon overload
- beige/brown-only wasteland
- grimdark ARPG color grading as the default mood
- full realistic Western PBR as the primary identity
- photoreal scanned faces or hair as the character baseline
- chibi or child-proportioned fantasy bodies as the main roster style
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