tgame/docs/99-open-questions.md
Parley Hatch 2abfe4abd1 Initial commit: design docs
Working title 'tgame' is provisional. Top-level samples/ and
docs/samples/ are gitignored; visual/art pipeline lives outside
this repo.
2026-05-17 11:16:07 -06:00

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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?