1.5 KiB
1.5 KiB
tags, status, updated, permalink
| tags | status | updated | permalink | ||
|---|---|---|---|---|---|
|
draft | 2026-05-29 | gamevault/01-vision/pillars |
Design Pillars & Locked Decisions
The few non-negotiables every system must serve. Keep this short; promote only decisions that are truly locked.
Pillars
- Action-ARPG combat — twin-stick, controller-first (LoL / Diablo 4 / PoE2 feel); skill expression over stat-checks.
- Co-op base power fantasy — 2–4 friends build and grow a shared home base (V Rising feel).
- Automation as progression — production runs itself so play time compounds; the loop rewards setup, not grind.
- Server-authoritative & deterministic — input-only clients, client prediction; the simulation is the source of truth.
Locked decisions
- 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.
- Automation (locked): progression accelerator — self-running production chains; data model designed to grow toward full logistics.
Related
- Decision records:
07_Sessions/_Decisions/