Game Design Document (High-Level)
Working Title
TBD
TODOs
If you want next steps, we can: Split this into Design / Systems / Technical docs Turn this into a vertical slice plan Add a combat system spec Add a world knowledge data schema Just tell me where you want to go next.
Vision Statement
Create an isometric, systems-driven RPG that blends free exploration with contextual engagement modes (combat, conversation, mini-games). The world exists independently of the player, while the player character maintains memories and beliefs about the world that evolve through exploration, dialogue, and discovery.
The game prioritizes:
- Strong systemic foundations
- Cohesive visual fidelity (stylized, not hyper-realistic)
- Seamless transitions between modes of play
- Long-term scalability toward complex simulations (tactical combat, world knowledge, factions)
Core Inspirations
- Isometric tactical RPGs (e.g. MYZ-style engagement flow)
- Simulation-driven worlds (e.g. Project Zomboid)
- Narrative RPGs with strong world-building
- RTS-style world awareness (fog-of-war reimagined as knowledge)
Core Gameplay Pillars
1. Engagement-Based Gameplay
Gameplay is structured around Engagement Modes, not scenes or levels.
At any given time, the game is in exactly one engagement mode, which defines:
- How player input is interpreted
- How time flows
- Which systems are active
- Which entities may act
Exploration is the default engagement; others are entered contextually.
2. Persistent World, Persistent State
- The world simulation never resets when modes change
- Entities persist across modes
- Combat, conversation, and exploration all operate on the same world state
The difference between modes is rules, not reality.
3. World Knowledge & Memory
The player does not merely “see” the world — they know it to varying degrees.
The map reflects the character’s knowledge, not absolute truth.
Engagement Modes
Exploration Mode (Default)
- Real-time movement
- Continuous time
- Isometric camera (constrained)
- Environmental interaction
- Detection and stealth systems active
Triggers:
- Player movement
- Navigation
- Discovery
Combat Engagement (Tactical)
- Triggered by proximity, detection, or player action
- World remains the same; rules change
- Grid overlay appears
- Turn-based or AP-based action system
- Line-of-sight, cover, and positioning emphasized
Variants:
- Seamless combat (no scene transition)
- Region-limited combat zones
Conversation Engagement
- Triggered by NPC interaction
- Time frozen or abstracted
- Dialogue system becomes primary input handler
- Skill checks, branching outcomes, and information discovery
Conversation can:
- Reveal rumors or locations
- Update world knowledge
- Unlock quests or engagements
Mini-Game / Special Engagement
- Custom rule sets
- Temporary override of most systems
- Examples: hacking, puzzles, rituals, games of chance
Developer / Debug Mode
- Free camera (fly / inspect)
- No effect on world state
- Debug overlays (grid, AI state, nav, memory layers)
World Knowledge System
Concept
The world exists independently of what the player knows.
The player maintains a Knowledge Model separate from the World Model.
Knowledge can be:
- Gained through exploration
- Gained through information (dialogue, notes, maps)
- Outdated, incomplete, or incorrect
Knowledge States (Per Region / Location)
Each location has a knowledge level:
Unknown
- Not shown on map
- No name or indication
Rumored
- Approximate location hinted
- Shown as a circle, silhouette, or annotation
- May be inaccurate
Known (Unvisited)
- Name and approximate location known
- Still visually obscured
Visited
- Fully revealed map geometry
- Basic understanding of layout
Familiar
- Player understands danger, shortcuts, NPC routines
Outdated
- Knowledge exists, but world may have changed
Knowledge Acquisition
Physical Discovery
- Exploration
- Line-of-sight
- Time spent in region increases fidelity
Informational Discovery
- NPC dialogue
- Notes, books, rumors
- Quest briefings
- Environmental storytelling
Information-based discovery never reveals full geometry — only beliefs.
Map Representation
- The map is a diegetic object (represents the character’s understanding)
- Visual cues reflect certainty:
- Blur
- Opacity
- Hand-drawn markings
- Question marks
- Knowledge layers can be toggled (player-facing or dev-facing)
Movement & Space
Dual Coordinate System
- World Space (continuous, float)
- Grid Space (discrete, integer)
Explore Mode:
- World space movement
- Grid position tracked passively
Combat Mode:
- Grid rules enforced
- World space used for animation and presentation
Camera System
Player Camera
- Isometric perspective
- Constrained rotation / zoom
- Context-sensitive framing
Developer Camera
- Detached
- Free movement
- Entity inspection
- Raycast selection
Camera never modifies world state.
Systems Architecture (Conceptual)
Separation of Concerns
- World State: Pure data (entities, positions, stats)
- Systems: Logic that mutates world state
- Presentation: Engine nodes, rendering, animation
- Engagement Controller: Governs active mode and input routing
The engine scene graph is not the source of truth.
Progression & Scaling
Short-Term
- Small, dense environments
- Few engagement types
- Minimal AI complexity
Mid-Term
- Larger regions
- Multiple combat variants
- Rich dialogue and knowledge interplay
Long-Term
- Faction intelligence
- Conflicting world beliefs
- Large-scale simulations
- Potential multiplayer asymmetry (different knowledge per character)
Non-Goals (Early Development)
- Photorealistic rendering
- Massive open worlds
- Console certification
- Full engine replacement
Design Principles
- Systems over scripts
- Knowledge over visibility
- Modes over scenes
- World truth ≠ player belief
- Finish small games before scaling up
Open Questions
- Single-player only, or multiplayer later?
- Fully turn-based or hybrid real-time/turn-based combat?
- How unreliable can information be?
- How much automation vs player intent in engagement triggers?
Summary
This design emphasizes:
- Seamless transitions between gameplay modes
- A living world independent of player awareness
- Player knowledge as a first-class mechanic
- An architecture that supports gradual ownership of systems
The goal is not to build everything at once, but to build a foundation that can grow.