tgame/docs/01-core-loop.md
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Core Loop

The engine that drives the game. Everything else hangs off this.

Gather (expeditions, AFK, background)
   ↓
Refine + Craft (active sessions, drag-to-station)
   ↓
Equip / Sell / Fulfill Patron Orders
   ↓
Hire & Upgrade Roster, Unlock Stations & Regions
   ↓
Send better-equipped teams to richer zones → better materials

Crafting is the engine. The meta-game exists to feed crafting more interesting inputs, and to give crafted output a destination.

Pacing

Hybrid active + idle:

  • Active — when you sit down to play, you're deciding: picking ingredients, combining at stations, choosing expedition teams and destinations, managing the roster.
  • Background — slow processes tick while you're away: expeditions are AFK timer-resolved, long crafts (smelting, fermenting, curing) finish in the background, the hire pool refreshes daily.

Mobile cadence: pick up for 515 minutes, put down, come back later, find new things waiting. Never required to grind.

Why this loop

Each step of the loop is a pull into the next:

  • You crafted a great dagger? Now equip a soldier with it.
  • Better-equipped soldier? Now you can escort gatherers into harder zones.
  • Harder zones? Better materials drop.
  • Better materials? More interesting crafts available.
  • More interesting crafts? Patrons pay more for them, fund the next round of hires.

No step is a dead end, no step is filler.