# Open Questions Parking lot for things to come back to. Not blockers, just decisions to make eventually. ## Identity & flavor - Working title — `tgame` as placeholder, real title deferred until the game has more shape. When implementing: route the name through a single config constant, never hardcode `tgame` anywhere. ## Art style detail (palette + 640×360 + late-90s era + first-person backdrops + 4 fps animation decided) - Pixel font choice and fallback rules - Pixel rule exceptions for special moments (cinematic Legendary HD splashes)? - Inventory grid: uniform 1-cell cards vs. Diablo-style multi-cell items? ## UX / UI - Time-of-day cycling for Guild Hall backdrop: real time vs. game time vs. fixed sequence? - Richness of "alive hall" minion overlays — do equipped weapons show, do they animate? - Push notifications for AFK expedition completion — opt-in granularity? - Accessibility: color-blind palettes for quality bands and effect auras. - How "discoverable" is the scene navigation — do players figure out the forge corner is tappable, or do we add subtle UI hints? ## Visual composition - Where does the composition QA step live in the asset pipeline? - Do non-card UI uses (inventory icons, list views) re-render at low detail or use a baked thumbnail cache? - Expose composition recipes to players (layer breakdown panel) or stay opaque? - Color-clash policy: gameplay-prevent dissonant combos, or embrace them as feedback? - Shader budget on mid-tier mobile — how many simultaneous focused cards with full shader stack? - Atmosphere layers: ever animated (scrolling UVs) or static + shader animation only? ## Materials & crafting depth - Scrap / salvage mechanic — break a finished card for partial refund? - Quality progression curve — does the Crude floor rise with zone tier? - Special material properties beyond quality (moonpetal is fundamentally magical regardless of band)? - Pocket gating — are gnomish/necromantic materials zone-locked or do they crosscontaminate? - Total material entry count for v1 (~30 raw / ~25 refined / ~20 components target). ## Game systems - Mechanical depth of minion relationships (pure flavor vs. real meta-game). - How recipe book is surfaced without becoming a spreadsheet. - How aggressive experimentation penalty is for wasted rare ingredients. - Quality cascade rules — can a great engineer rescue a Crude component? - Destination granularity for expeditions — region/zone/encounter or just region/zone. - Real-time progress bars vs. silent timers vs. push notifications for expeditions. - Chained expeditions (24h follow-ups)? - Hire pool: daily refresh? Cost to reroll? Special "fated" hires? - Workshop parallelism — how many concurrent crafts allowed at each Guild Rank? ## Tech - Engine: Unity vs. Flutter vs. Godot vs. native. - Save format and signing. - Cloud save provider (Firebase, Supabase, custom). - How the future bazaar would be hosted (self-host vs. managed). ## Scope - Minimum viable content for v1 launch. - Asset budget per category. - Style consistency across AI-generated assets. - Original score vs. licensed audio. ## Future - Bazaar / auction house — when + how. - Leaderboards — what's measured (reputation, masterworks, rare discoveries)? - Seasonal content — desirable, or live-ops trap? - Mod / content tools so the catalog can grow community-side eventually?