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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

  1. Action-ARPG combat — twin-stick, controller-first (LoL / Diablo 4 / PoE2 feel); skill expression over stat-checks.
  2. Co-op base power fantasy — 24 friends build and grow a shared home base (V Rising feel).
  3. Automation as progression — production runs itself so play time compounds; the loop rewards setup, not grind.
  4. 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 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.
  • Automation (locked): progression accelerator — self-running production chains; data model designed to grow toward full logistics.
  • Decision records: 07_Sessions/_Decisions/