Working title 'tgame' is provisional. Top-level samples/ and docs/samples/ are gitignored; visual/art pipeline lives outside this repo.
71 lines
3.3 KiB
Markdown
71 lines
3.3 KiB
Markdown
# Open Questions
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Parking lot for things to come back to. Not blockers, just decisions to make eventually.
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## Identity & flavor
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- 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.
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## Art style detail (palette + 640×360 + late-90s era + first-person backdrops + 4 fps animation decided)
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- Pixel font choice and fallback rules
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- Pixel rule exceptions for special moments (cinematic Legendary HD splashes)?
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- Inventory grid: uniform 1-cell cards vs. Diablo-style multi-cell items?
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## UX / UI
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- Time-of-day cycling for Guild Hall backdrop: real time vs. game time vs. fixed sequence?
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- Richness of "alive hall" minion overlays — do equipped weapons show, do they animate?
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- Push notifications for AFK expedition completion — opt-in granularity?
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- Accessibility: color-blind palettes for quality bands and effect auras.
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- How "discoverable" is the scene navigation — do players figure out the forge corner is tappable, or do we add subtle UI hints?
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## Visual composition
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- Where does the composition QA step live in the asset pipeline?
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- Do non-card UI uses (inventory icons, list views) re-render at low detail or use a baked thumbnail cache?
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- Expose composition recipes to players (layer breakdown panel) or stay opaque?
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- Color-clash policy: gameplay-prevent dissonant combos, or embrace them as feedback?
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- Shader budget on mid-tier mobile — how many simultaneous focused cards with full shader stack?
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- Atmosphere layers: ever animated (scrolling UVs) or static + shader animation only?
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## Materials & crafting depth
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- Scrap / salvage mechanic — break a finished card for partial refund?
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- Quality progression curve — does the Crude floor rise with zone tier?
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- Special material properties beyond quality (moonpetal is fundamentally magical regardless of band)?
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- Pocket gating — are gnomish/necromantic materials zone-locked or do they crosscontaminate?
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- Total material entry count for v1 (~30 raw / ~25 refined / ~20 components target).
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## Game systems
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- Mechanical depth of minion relationships (pure flavor vs. real meta-game).
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- How recipe book is surfaced without becoming a spreadsheet.
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- How aggressive experimentation penalty is for wasted rare ingredients.
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- Quality cascade rules — can a great engineer rescue a Crude component?
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- Destination granularity for expeditions — region/zone/encounter or just region/zone.
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- Real-time progress bars vs. silent timers vs. push notifications for expeditions.
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- Chained expeditions (24h follow-ups)?
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- Hire pool: daily refresh? Cost to reroll? Special "fated" hires?
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- Workshop parallelism — how many concurrent crafts allowed at each Guild Rank?
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## Tech
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- Engine: Unity vs. Flutter vs. Godot vs. native.
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- Save format and signing.
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- Cloud save provider (Firebase, Supabase, custom).
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- How the future bazaar would be hosted (self-host vs. managed).
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## Scope
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- Minimum viable content for v1 launch.
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- Asset budget per category.
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- Style consistency across AI-generated assets.
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- Original score vs. licensed audio.
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## Future
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- Bazaar / auction house — when + how.
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- Leaderboards — what's measured (reputation, masterworks, rare discoveries)?
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- Seasonal content — desirable, or live-ops trap?
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- Mod / content tools so the catalog can grow community-side eventually?
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