Docs: redirect to co-op roguelite — Expedition spine + classes + persistent meta
Playtest of the single-arena slice (Scratch Notes 6152026) found it stale fast. Answer the post-END-2 Decision Gate as continue/expand: re-scope off the fixed June-30 demo to a co-op roguelite-ARPG — base = persistent buildable hub (never resets), the procedural Expedition region = the required combat spine, two classes (Warrior/Ranger), persistent meta (SaveData v6 later). Mission-as-Sortie model: fulfils locked pillar #4, preserves the never-a-run-reset pillar; reverses DR-031's expedition pause. Backed by an 8-agent design+feasibility pass (feasibility GREEN: server-spawns-ghosts removes seed replication). Slice doc archived/superseded. See DR-037. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -114,7 +114,7 @@ So every fight is fought *with* what the factory made and *for* the base the fac
|
||||
|
||||
- The **narrative payoff** — the goal meter currently fills (`Target=10`) with no authored ending; staged **memory beats tied to charge milestones** + the Echo's voice lines are net-new *content/writing* (playable as subtitles first), tracked for a later narrative milestone — NOT a systems change.
|
||||
- A literal **corruption/risk meter**, **memory-gated abilities**, or a real **ending payoff** are net-new design for a future milestone if ever pursued.
|
||||
- The recharging pod stays a **persistent anchor** (death = respawn), never a roguelike run-reset (locked persistent-base pillar / [[DR-013_M6_Aether_Cycle_Region_Split]]).
|
||||
- The recharging pod stays a **persistent anchor** (death = respawn), never a roguelike run-reset (locked persistent-base pillar / [[DR-013_M6_Aether_Cycle_Region_Split]]). **Reinforced 2026-06-17 ([[DR-037_Procedural_Expedition_Spine_Two_Classes_Persistent_Meta]]):** the **Sortie into the Blightfield is now the primary combat venue** (Mission-as-Sortie — the Engine/base never resets; only the Blight re-grows and run-buffs expire). No fiction change — this is exactly the [Aether Cycle](#the-aether-cycle-in-fiction)'s *Sortie / Siege / Forge*. The **two operator-class frames** (a melee-channelling **Warrior** + a ranged **Ranger**) are Sleeper archetypes; their run meta-buffs are *more Aether channelled* (the existing `StatModifier` fold) — and persistent meta = the pod restoring durable capability between sorties.
|
||||
|
||||
## Related
|
||||
|
||||
|
||||
@@ -25,9 +25,10 @@ permalink: gamevault/01-vision/pillars
|
||||
- **Tech stack:** Unity DOTS (Entities) + Netcode for Entities — server-authoritative, input-only clients, client prediction. Established [[2026-05-29_Project_Setup]].
|
||||
- **Control (locked 2026-05-30):** WASD movement, controller-first, **directional / twin-stick aim** with soft auto-target in-arc. [[2026-05-30_M1_Player_Slice]]
|
||||
- **Multiplayer (locked):** small co-op **2–4, client-hosted listen-server** (BinaryWorlds + in-proc IPC; not the experimental SingleWorld host mode), PvE.
|
||||
- **World (locked):** persistent buildable **home base + instanced/procedural expeditions**.
|
||||
- **World (locked):** persistent buildable **home base + instanced/procedural expeditions**. **Sharpened 2026-06-17 ([[DR-037_Procedural_Expedition_Spine_Two_Classes_Persistent_Meta]]):** the procedural **Expedition region is the required combat SPINE** (where the bulk of the fight happens); the **base is the persistent HUB that never resets** ("Mission-as-Sortie": Deep Rock Galactic / Cult of the Lamb). A "run" is a **re-seeded Expedition region in the SAME world**, not a new world or a base reset.
|
||||
- **Automation (locked):** **progression accelerator** — self-running production chains; data model designed to grow toward full logistics.
|
||||
- **Combat-primary + depth-before-breadth (locked 2026-06-08):** combat is the primary braided verb; **no new system until one braided loop is genuinely fun**, and every milestone ends with a play/fun-gate (not just green tests). [[DR-028_Combat_Primary_Verb_Depth_First]] · roadmap [[Path_to_Fun]].
|
||||
- **Classes + persistent meta (locked 2026-06-17, [[DR-037_Procedural_Expedition_Spine_Two_Classes_Persistent_Meta]]):** **two classes** — **Warrior** (melee anchor) + **Ranger** (ranged, manually aimed — *not* auto-fire, which would break skill-expression). Class identity = the **primary-attack archetype**; run-acquired **meta-buffs ride the existing `StatModifier`/`TimedModifier` pipeline**. A **persistent meta-progression layer** (SaveData v6) funds permanent growth at the hub; run combat-buffs are run-scoped. **Reverses [[DR-031_Base_Mining_Loop_Cohesion]]'s expedition pause** (a real playtest — [[Scratch Notes 6152026]] — showed the single arena goes stale).
|
||||
|
||||
## Related
|
||||
|
||||
|
||||
Reference in New Issue
Block a user