Files
Project-M/Docs/Vault/01_Vision/Pillars.md
T
kronic e362aaeb43 Import art/VFX asset packs + game-feel systems; normalize texture extensions to lowercase for LFS
Add BefourStudios SciFi environment packs, Gabriel Aguiar VFX, and the
ShaderCrew Toon Shader embedded packages, plus combat/enemy/wave/death
gameplay systems and supporting vault docs/screenshots.

Rename 11 vendor textures from uppercase .PNG/.HDR to lowercase so the
case-sensitive Git LFS filters (*.png/*.hdr) match on case-sensitive
filesystems (Linux CI, case-sensitive macOS), not just locally where
core.ignorecase=true masks the gap. Each .meta moved with its asset so
GUID references are preserved. All ~1000 binaries tracked via LFS.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-02 22:50:43 -07:00

1.7 KiB
Raw Blame History

tags, status, updated, permalink
tags status updated permalink
vision
pillars
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.
  • Identity — the fiction that skins these pillars (sci-fi frontier colony), decided 2026-06-02. No mechanical rework; adds setting, tone, art north-star, and the Husk enemy.
  • Decision records: 07_Sessions/_Decisions/