Working title 'tgame' is provisional. Top-level samples/ and docs/samples/ are gitignored; visual/art pipeline lives outside this repo.
3.1 KiB
Expeditions
How materials, recipes, and trouble enter the game. AFK timer-resolved, no real-time gameplay.
Mechanic
- Pick a destination (zone).
- Pick a team (1 minion solo, or up to N for team expeditions).
- Set off. Time passes (minutes to hours depending on distance + risk).
- They come back with a report — loot, events, possibly injuries or worse.
Risk tiers
- Safe — predictable, modest rewards, low variance, no real risk.
- Standard — some variance, decent rewards, occasional minor injuries.
- Dangerous — high variance, premium rewards, real injury and (rare) death risk.
Riskier missions need better gear, better team comp, and Soldiers as escort. Soft-gating: you can send an underprepared team into the Mire, but they'll come back hurt or not at all.
Team composition
- Soldiers required for hostile zones, otherwise penalty.
- Beastmasters can pacify creature zones, reduce hazard rolls.
- Scholars boost recipe-find rate.
- Gatherers boost yield by biome subspec.
- Merchants boost found-coin and trade-route bonuses.
Team comp is its own puzzle separate from gear loadout.
Resolution: procedural event log
No LLM, no runtime AI. Templated text snippets with slot fills:
[hazard, biome=Mire, severity=medium]
"{minion} stumbled into a {creature} nest. {teammate} pulled them out, but {item} was lost in the muck."
Selected by zone + risk tier + team composition + trait rolls. Templates have conditional branches (different snippet if a Brave minion is present, etc.). Authoring the template pool is real work but standard work.
Drops
See 14-materials.md for the materials taxonomy.
- Raw materials (primary) — biome-appropriate; ore, wood, botanicals, bone, hide, etc.
- Refined / components (occasional) — when expeditions encounter abandoned camps, ruins, or merchants
- Recipes (occasional) — sometimes specific to the zone's flavor
- Trophies & curiosities (rare) — relics, artifacts, named weapons, lore items
- Trait shifts (sometimes) — minions return changed by what they saw
- Relationship changes (always-ish) — who saved whom, who was reckless
- NPC encounters (very rare) — recruitable adventurers met on the road
Wounds vs. death
Working position: wounded by default, true death only on catastrophic failure in the highest-tier zones.
- Wounded → infirmary for X hours, can't expedition during that time.
- Wounded with Brave trait → shorter recovery, gains scar (cosmetic + flavor).
- Death → permanent loss, with a memorial entry in the Library.
Reasoning: losing a leveled-up portrait you've grown attached to is brutal. Permadeath everywhere makes players resent the game. Permadeath as the worst possible outcome of the worst possible expedition makes it dramatic.
Open questions
- How granular is the destination picker? Region → zone → encounter, or just region → zone?
- Do players watch a real-time progress bar, or does the report just appear on completion?
- Should expeditions chain (a successful expedition opens a follow-up that's only available for 24h)?