tgame/docs/02-roster.md
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Roster

The minions you hire are persistent named characters, not fungible workers. This is one of the most important design choices — it's where the game gets its heart.

Identity

  • Named characters with portraits, traits, backstory blurbs.
  • Roster cap of ~1030 (raises with Guild Rank).
  • Killable / loseable in the worst case (see expeditions).
  • You grow attached. That's the point.

Classes (working set)

  • Gatherer — herbalist, miner, hunter, fisher subspecialties; biome-specific yield.
  • Soldier — escorts gatherers into hostile zones; defends the guild hall in raid events.
  • Engineer — operates workshops; subspecialties: smith, alchemist, weaver, jeweler, etc. Each unlocks/upgrades a station type.
  • Merchant — boosts sale prices, unlocks distant markets, runs caravans.
  • Scholar / Cartographer — generates recipe hints, scouts new zones, deciphers relics.
  • Beastmaster — tames creatures from expeditions for unique materials and companion bonuses.

Subspecialties unlock at level milestones. Classes are fixed at hire; subspecs branch later.

Traits

Rolled at hire. Modify outcomes across systems. Examples:

  • Greedy (better loot rolls, occasional pocketing)
  • Brave (resists fear/morale events, lower retreat chance)
  • Lucky (chance to upgrade craft quality band when assisting)
  • Devout (better at enchanting, immune to corruption)
  • Ill-tempered (rivalry chance, refuses to team with certain trait combos)
  • Drunk (random; may sleep through an event, may roll a critical, narratively rich)

Trait pool gets richer as you go. Some traits are gained or lost via expedition events.

Paper-doll portraits

Layered sprite composition (no runtime AI):

  • Base character art in a fixed pose/perspective.
  • Gear pieces (helmets, chestpieces, weapons, cloaks, accessories) are transparent overlay sprites in the same pose.
  • Engine composes them at runtime: base + helmet + chest + weapon + ....
  • Hire-time variety from layered face/hair/skin/costume sprites combined combinatorically — small library, lots of unique-looking applicants.

Trade-off: characters live in a fixed pose. Standard 2D RPG constraint, fine.

Relationships (Nemesis-style texture)

Emerge from shared expeditions:

  • Bonds — combat/teamwork bonuses for paired minions.
  • Rivalries — extra negative event chance when forced together.
  • Mentorships — XP transfer; senior minions train juniors.
  • Grudges — refuse to team after a betrayal event.

Open question: how mechanically deep should this go? Could be flavor only, or could become a real meta-game.

Hiring

  • Daily refreshed applicant pool at the Guild Hall.
  • Pool quality scales with Guild Rank reputation.
  • Each applicant: portrait + name + class + traits + one-line backstory (all from authored pools, combinatorial).
  • Hiring costs gold; firing costs a bit of reputation; resignations happen if morale tanks.