31 lines
1.5 KiB
Markdown
31 lines
1.5 KiB
Markdown
---
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tags:
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- vision
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- pillars
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status: draft
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updated: 2026-05-29
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permalink: gamevault/01-vision/pillars
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---
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# Design Pillars & Locked Decisions
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> The few non-negotiables every system must serve. Keep this short; promote only decisions that are truly locked.
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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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## Locked decisions
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- **Tech stack:** Unity DOTS (Entities) + Netcode for Entities — server-authoritative, input-only clients, client prediction. Established [[2026-05-29_Project_Setup]].
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- **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]]
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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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## Related
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- Decision records: `07_Sessions/_Decisions/` |