Vault Re-Alignment
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## Pillars
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1. **Action-ARPG combat** — twin-stick, controller-first (LoL / Diablo 4 / PoE2 feel); skill expression over stat-checks.
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2. **Co-op base power fantasy** — 2–4 friends build and grow a shared home base (V Rising feel).
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3. **Automation as progression** — production runs itself so play time compounds; the loop rewards setup, not grind.
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4. **Server-authoritative & deterministic** — input-only clients, client prediction; the simulation is the source of truth.
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> **Combat is the primary verb; base + automation braid around it** (locked 2026-06-08, [[DR-028_Combat_Primary_Verb_Depth_First]]). The fusion of all three is the identity — but as ONE braided loop with a single primary verb, never three co-equal, independently-deep modes. Roadmap: [[Path_to_Fun]].
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1. **Action-ARPG combat — the primary verb** — twin-stick, controller-first (Hades / Risk of Rain 2 / Deep Rock Galactic feel); **skill expression over stat-checks** (dodge, read-and-react, a real ability kit). The moment-to-moment the other pillars serve.
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2. **Co-op base power fantasy — braids in** — 2–4 friends defend and grow a shared home base (V Rising / The Riftbreaker feel); the base is what you fight *for* and the siege's stakes.
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3. **Automation as progression — braids in** — self-running production that makes what you fight *with* (charges / munitions / turrets / upgrades) and that sieges threaten; rewards setup, not grind (The Riftbreaker / Core Keeper).
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4. **Server-authoritative & deterministic** — input-only clients, client prediction; the simulation is the source of truth. Co-op is non-negotiable, so every mechanic stays server-authoritative.
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## Locked decisions
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- **Multiplayer (locked):** small co-op **2–4, client-hosted listen-server** (BinaryWorlds + in-proc IPC; not the experimental SingleWorld host mode), PvE.
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- **World (locked):** persistent buildable **home base + instanced/procedural expeditions**.
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- **Automation (locked):** **progression accelerator** — self-running production chains; data model designed to grow toward full logistics.
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- **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]].
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## Related
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