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6 changes: 5 additions & 1 deletion ROADMAP.md
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Expand Up @@ -101,6 +101,9 @@ Recommended views:
- [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] The Garden personalization and visible-memory packet documented for
memorial tags, proof objects, notice wall entries, NPC reactions, data
ownership, fixed slots, implementation packets, and monetization guardrails.
- [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,
Expand Down Expand Up @@ -401,7 +404,8 @@ prototype.
selected account/soul progress survives.
- [ ] Add the first Garden personalization slice: trophy placement,
memorial wall, clinic/rest corner, visitor notes, and NPC reactions, with no
construction timers or pay-to-win furniture.
construction timers or pay-to-win furniture. Track in
[#256](https://github.com/DOS/Second-Spawn/issues/256).
- [ ] Build the alpha level blockout from `docs/design/27-alpha-level-design.md`:
Central Garden Court, Clinic / Body Hall, Training Lane, Signal Mast, Ash
Underpass Apron,
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1 change: 1 addition & 0 deletions docs/SUMMARY.md
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Expand Up @@ -53,6 +53,7 @@
- [Dayton Demo Region Design (Historical)](design/49-dayton-demo-region-design.md)
- [Dayton Real-Map Slice Design](design/50-dayton-real-map-slice-design.md)
- [The Garden Hub Design](design/51-the-garden-hub-design.md)
- [The Garden Personalization and Memory Design](design/55-the-garden-personalization-and-memory-design.md)
- [Permanent NPC Story and Characteristics](design/21-permanent-npc-story-characteristics.md)
- [Faction Architecture](design/22-faction-architecture.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 @@ -25,6 +25,9 @@ Companion execution docs:
- [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.
- [55-the-garden-personalization-and-memory-design.md](55-the-garden-personalization-and-memory-design.md)
defines Garden visible memory, memorial tags, proof objects, fixed slots,
NPC reactions, and personalization guardrails.
- [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/33-alpha-production-backlog.md
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Expand Up @@ -119,6 +119,9 @@ Required work:
| Signal Mast | Scout Ash Underpass | Reveals clue or reduces expected risk display. |
| Memorial Wall | Show body loss concept | Can display placeholder record or empty state. |

Personalization and memory follow
[55-the-garden-personalization-and-memory-design.md](55-the-garden-personalization-and-memory-design.md).

Cut line:

- No construction timers unless needed for a smoke of world-simulation time.
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1 change: 1 addition & 0 deletions docs/design/38-alpha-design-decision-register.md
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Expand Up @@ -143,6 +143,7 @@ When a design question appears during implementation:
| `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. |
| `55-the-garden-personalization-and-memory-design.md` | Garden visible memory, memorial, proof, decor, and NPC reaction guardrails. |
| `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. |
| `33-alpha-production-backlog.md` | Build order and epic backlog. |
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4 changes: 3 additions & 1 deletion docs/design/51-the-garden-hub-design.md
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Expand Up @@ -23,6 +23,9 @@ without copying a gacha lobby:
- the player can inspect, talk, prepare, repair, remember, and decide risk
- the hub stays compact enough for a vertical slice

Detailed personalization and visible-memory rules live in
[55-the-garden-personalization-and-memory-design.md](55-the-garden-personalization-and-memory-design.md).

---

## 2. Identity
Expand Down Expand Up @@ -330,4 +333,3 @@ Clinic line:
```text
Your body is stable enough to stand. Do not confuse that with stable.
```

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