Working title 'tgame' is provisional. Top-level samples/ and docs/samples/ are gitignored; visual/art pipeline lives outside this repo. |
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| .. | ||
| 00-concept.md | ||
| 01-core-loop.md | ||
| 02-roster.md | ||
| 03-crafting.md | ||
| 04-expeditions.md | ||
| 05-economy-progression.md | ||
| 06-asset-pipeline.md | ||
| 07-item-cards.md | ||
| 08-ux-ui.md | ||
| 09-art-style.md | ||
| 10-tone.md | ||
| 11-setting.md | ||
| 12-onboarding.md | ||
| 13-reveal-choreography.md | ||
| 14-materials.md | ||
| 15-audio.md | ||
| 16-engagement-layers.md | ||
| 17-foldins-2026-05-12.md | ||
| 18-expedition-engagement.md | ||
| 19-concepts-player-and-ui.md | ||
| 20-north-star.md | ||
| 21-smoke-test-caewins-forge.md | ||
| 99-open-questions.md | ||
| GLOSSARY.md | ||
| README.md | ||
Brainstorming Docs
Loose notes on a mobile crafting game. Early phase — these are working ideas, not decisions. Refine freely.
- 00-concept.md — pitch, design pillars, references
- 01-core-loop.md — the gather→craft→equip→hire engine
- 02-roster.md — minions, classes, traits, paper-doll portraits, relationships
- 03-crafting.md — stations, multi-tier supply chains, quality bands, discovery
- 04-expeditions.md — AFK timer-resolved, procedural events
- 05-economy-progression.md — market, patrons, Guild Rank, dopamine sources
- 06-asset-pipeline.md — AI in production, pre-rendered runtime, bundle strategy
- 07-item-cards.md — layered sprite composition, item cards, visible crafting choices
- 08-ux-ui.md — inventory tiers, scene-based navigation, backdrops, notification surface
- 09-art-style.md — pixel art, Floyd-Steinberg dithering, palette-as-art-direction, pixel/HD coherence rules
- 10-tone.md — confident fantasy stylization with muted weight (WoW × Quake × Machinarium), writing voice, audio direction
- 11-setting.md — generic medieval fantasy with gnomish-steampunk and dark-elf-necromancy flavor pockets
- 12-onboarding.md — five-beat first-five-minutes walkthrough, forced-crit hook, soft-not-modal tutorial discipline
- 13-reveal-choreography.md — card-flip choreography per quality band, length-scales-with-magnitude principle, critical/discovery special cases
- 14-materials.md — materials taxonomy (raw / refined / components / consumables / trophies), supply chain depth, quality at every stage
- 15-audio.md — Kelethin-style mellow ambient direction, MIDI-source pipeline, sample-pack SFX strategy, mobile audio engineering
- 16-engagement-layers.md — three layers of crafting feel: juice, Master's Touch (Sherlock-style two-meter), adjacent-station synergy
- 17-foldins-2026-05-12.md — session fold-ins: Steam-first, session pacing, capability/risk model, interactive expeditions, consumables-as-economy-driver, named-character emergence + LotRO-style titles
- 99-open-questions.md — parking lot
- samples/ — reference assets demonstrating the production pipeline