7103b2297f
Design canon: advisors/game-design/concept/mechatronics/ (CONCEPT.md, MOE.md). v1 target = the greybox falsifier per ROADMAP.md.
34 lines
1.5 KiB
Markdown
34 lines
1.5 KiB
Markdown
# ROADMAP — U R M03
|
||
|
||
## v1 target — the greybox falsifier
|
||
|
||
v1.0 of this repo is NOT the game; it is the playable slice that
|
||
falsifies (or confirms) the design's three core bets. Cut v1 when
|
||
all of these are true:
|
||
|
||
1. **Arena + piloting** — one greybox arena; positioning-only mech
|
||
control (no aim, no combos).
|
||
2. **Auto-fire build layer** — one KINETIC weapon that fires itself;
|
||
the build expresses itself visibly without input.
|
||
3. **Card layer** — 2-slot hand, card-time dilation (freeze/dilate
|
||
toggle exposed as a knob), two cards: one HEAT, one KINETIC;
|
||
charges generated by the build.
|
||
4. **Chemistry row** — KINETIC+HEAT: knocking a heated enemy into
|
||
others spreads heat on impact. Authorship-loud feedback stack
|
||
(hitstop + hues meeting + sting placeholder).
|
||
5. **Two enemy types** — untagged grunt swarm + self-heating burster
|
||
(tests the literal enemy tag mirror).
|
||
6. **Falsification playtest** — operator has played it and rendered
|
||
verdicts on the three bets: positioning ↔ build interaction,
|
||
card-freeze rhythm, chemistry delight.
|
||
|
||
## Parking lot (post-greybox)
|
||
|
||
Everything else, including: remaining 9 chemistry rows + 5 surges;
|
||
node map / run structure; belt + full hand; keystones; base layer;
|
||
salvage economy; drives/transits; zones; bosses; art pass (sprite
|
||
grid test 32–48px); audio; naming pass (tags, modules, rigs);
|
||
enemy factions as tag dialects; tuning knobs (CONCEPT.md § Open
|
||
questions #2). None of it enters this repo until the greybox
|
||
verdict is in.
|