Files
Project-M/Docs/Vault/01_Vision/Pillars.md
T
kronic 89dd155f85 Docs: LANTERN Phase 0 — full pivot adoption + all-doc sweep
Adopt LANTERN as the operative direction (co-op action-RPG, light-as-territory),
superseding the Awakening Engine fiction + the Co-op Hades iteration. Existing
code becomes salvage quarry; the mechanical pillars hold.

Phase 0 deliverables (doc portions):
- DR-048 adoption decision record (0.1)
- Lantern_Strip_Mothball_Inventory — system-by-system keep/rework/mothball (0.2)
- Lantern_World_Model_Spike — pocket-graph + seed-pinning BRIEF, review-first (0.3)
- Art_Direction_Lantern — style bible + material decision + A0 gate (0.4)

Docs/skills sweep: Pillars pointers + LANTERN locked decisions; superseded
banners on Identity, Iteration_CoopHades, Path_to_Fun, Milestones, Backlog,
End_Of_Month (all redirect to the LANTERN roadmap); Home MoC + current-direction
callout (and stale serena line fixed); Systems_Index era note; CLAUDE.md
core-loop line -> LANTERN direction pointer (verbose co-op-Hades invariants
archived to the gotchas archive, net-neutral under the 40 KB budget); dots-dev
validation-harness expedition-run recipe flagged era-specific.

Two Phase-0 gate items remain OPEN (not doc work): the 0.3 world-model design
review and the 0.4 in-engine style-proof scene.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 23:13:13 -07:00

64 lines
6.2 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
---
tags:
- vision
- pillars
status: draft
updated: 2026-05-29
permalink: 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.
> [!info] Direction: **LANTERN** (locked 2026-07-13, [[DR-048_Lantern_Adoption_Full_Pivot]]).
> The **mechanical pillars below still hold** (Unity DOTS + Netcode, server-authoritative, 24 co-op,
> skill-expression combat, persistent base, automation-as-progression). What changed is the **fiction + three
> subsystems**: the fiction is now [[Identity_Lantern]] (not the Awakening Engine); combat sharpens to
> **SoD-grade manual-aim skillshots** (the soft auto-target era ends); the world becomes a seed-pinned
> **pocket-graph** where **light is territory**; the build layer becomes suit-frames + cultured Sparks + wild
> mutations. See the LANTERN locked decisions at the bottom.
## Pillars
> **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]].
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.
2. **Co-op base power fantasy — braids in** — 24 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.
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).
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.
## 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 **24, client-hosted listen-server** (BinaryWorlds + in-proc IPC; not the experimental SingleWorld host mode), PvE.
- **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).
## LANTERN direction — locked decisions (2026-07-13, [[DR-048_Lantern_Adoption_Full_Pivot]])
These sit *on top of* the mechanical pillars above (which are unchanged). Full design: [[Identity_Lantern]];
roadmap: [[Roadmap_Lantern_Slice]].
- **The one rule:** *what the light holds, stays; what the dark holds, changes.* Applied to the world =
persistence; to the body = death; to the kit = builds; to the story = stakes.
- **World = seed-pinned pocket-graph** (light is territory). Permanence is spendable: lit pockets persist,
dark pockets re-knot. The hardest netcode problem — [[Lantern_World_Model_Spike]] (★review-first).
- **Combat feel = SoD-grade manual-aim skillshots** (telegraphs, dashes, cooldown kits; **soft auto-target
cut**). Suit-frames = chassis/class; **Sparks** (abilities-as-organs, cultured) graft into sockets; **wild
mutations** are the augment layer (paced thresholds, evaporate at homecoming, Tallow fix-slots).
- **Death = the split:** flame returns cheap (kit works within minutes); cargo + fixed mutations + raw organs
strand with the suit — recovery runs are optional value-runs, never mandatory kit-repair.
- **Session-only burn** (the Lamp burns only while a session runs — no offline punishment). **Hosting = Wicks
travel; worlds are saves** (Valheim contract). **Loss ceiling = pockets, never a shelf.**
- **The slice's falsifiable test:** *does pinning a pocket feel like winning, and does a stranded suit feel
worth a second descent?* — the only gate that matters.
## Related
- [[Identity_Lantern]] — the **operative fiction** these pillars now skin (co-op action-RPG; light-as-territory).
- [[Identity]] — the **prior** fiction (The Awakening Engine, Aether-colony sci-fi) — **superseded** as operative by [[DR-048_Lantern_Adoption_Full_Pivot]], kept as history/quarry. Skinned via [[DR-015_The_Awakening_Engine_Fiction_Adoption]] / [[DR-009_GameFeel_Identity_FirstBlood]] (amnesiac Sleeper / Echo / THEM · Aether cyan=ordered / orange=wild Blight).
- Decision records: `07_Sessions/_Decisions/`