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71
00-Templates/Character Template.md
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71
00-Templates/Character Template.md
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# {{Character Name}}
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## Basic Info
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- **Full Name:**
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- **Age:**
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- **Role/Job:**
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- **Faction:**
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- **Augmentations:**
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- **Status:** (Alive, Dead, Missing, Unknown)
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## Appearance
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- **Physical Description:**
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- **Cybernetic Mods:**
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- **Distinctive Features:**
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- **Voice/Mannerisms:**
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## Personality
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- **Core Traits:**
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- **Motivation:**
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- **Fears:**
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- **Moral Stance:** (Corporate loyalist, Rebel, Neutral, Pragmatist)
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## Background
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- **Origin:**
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- **Key Past Events:**
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- **How They Got Here:**
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- **Dark Secret:**
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## Relationships
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- **Allies:**
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- **Enemies:**
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- **Family/Personal:**
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- **Professional Contacts:**
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## Game Role
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### Story Function
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- **Purpose in narrative:**
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- **Character arc:**
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### Player Interactions
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- **First meeting:**
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- **Can be allied with:**
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- **Can be enemy:**
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- **Can be killed/saved:**
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### Abilities
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- **Combat skills:**
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- **Special abilities:**
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- **Useful knowledge/access:**
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## Dialogue Notes
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- **Speaking style:**
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- **Key phrases:**
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- **Topics they care about:**
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- **What they hide:**
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## Secrets & Information
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- **What they know:**
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- **What they want:**
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- **What they'll trade:**
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## Locations
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- **Where found:** [[Location]]
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- **Workplace:** [[Location]]
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- **Safe places:** [[Location]]
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---
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**Tags:** #character #[human/automaton/bioslave/uploaded] #[ally/enemy/neutral]
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**Faction:** #[security-corps/research-corps/manufacturing-corps/resistance/civilian]
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**Security Clearance:** #[seclevel-0/1/2/3]
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**Status:** #[concept/draft/implementing/complete/cut]
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104
00-Templates/Dev Log Template.md
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104
00-Templates/Dev Log Template.md
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# Dev Log - {{date}}
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## Today's Focus
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**Primary Goals:**
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- [ ]
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- [ ]
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- [ ]
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**Secondary Tasks:**
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- [ ]
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- [ ]
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## Work Completed
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### Writing
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- **Characters:**
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- **Locations:**
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- **Quests:**
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- **Dialogue:**
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- **Lore/World:**
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### Design
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- **System Design:**
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- **Level Design:**
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- **Gameplay Elements:**
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### Review/Revision
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- **Documents Reviewed:**
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- **Changes Made:**
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- **Feedback Incorporated:**
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## New Ideas & Insights
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### Creative Breakthroughs
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-
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### Problem Solutions
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- **Issue:**
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- **Solution:**
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### Future Concepts
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-
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## Challenges Encountered
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### Writing Blocks
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- **Issue:**
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- **Approach Taken:**
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### Design Problems
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- **Issue:**
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- **Status:**
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### Technical Concerns
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-
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## Tomorrow's Priorities
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1.
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2.
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3.
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## Notes & Observations
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### What Worked Well
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-
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### What Didn't Work
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-
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### Lessons Learned
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-
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### Random Thoughts
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-
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## Metrics
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- **Words Written:**
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- **Documents Created:**
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- **Documents Updated:**
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- **Links Added:**
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## Mood & Energy
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- **Overall Productivity:** (Low/Medium/High)
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- **Creative Energy:** (Low/Medium/High)
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- **Motivation Level:** (Low/Medium/High)
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- **Biggest Win Today:**
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## External Factors
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### Research Done
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-
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### Inspiration Sources
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-
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### Feedback Received
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-
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## Week/Month Progress
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*[Update weekly/monthly]*
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### Week Goals Status
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-
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### Month Goals Status
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-
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---
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**Tags:** #devlog
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**Focus Areas:** #writing #design #coding #modeling #texturing
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139
00-Templates/Dialogue Scene Template.md
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139
00-Templates/Dialogue Scene Template.md
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# {{Scene Title}} - Dialogue
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## Scene Context
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- **Characters Present:**
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- **Location:** [[Location Name]]
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- **Situation/Context:**
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- **Player's Previous Actions:**
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- **Emotional State:**
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- **Time Constraints:**
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## Opening
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### Scene Setup
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- **How scene begins:**
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- **Character positions:**
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- **Environmental factors:**
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### Opening Line
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**[Character Name]:**
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## Main Dialogue Flow
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### Branch Point 1
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**[Character Name]:**
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**Player Options:**
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1. **[Tone: Aggressive]**
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- Response:
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2. **[Tone: Diplomatic]**
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- Response:
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3. **[Tone: Curious]**
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- Response:
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4. **[Tone: Sarcastic]**
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- Response:
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### Follow-up (If Player Chose Option 1)
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**[Character Name]:**
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**Player Options:**
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1.
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2.
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3.
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### Follow-up (If Player Chose Option 2)
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**[Character Name]:**
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**Player Options:**
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1.
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2.
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3.
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### Branch Point 2
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*[Continue pattern for major decision points]*
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## Conditional Dialogue
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### If High Relationship
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- **Alternative lines:**
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- **Different options available:**
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### If Low Relationship
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- **Alternative lines:**
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- **Different options available:**
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### If Previous Quest Completed
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- **Reference dialogue:**
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- **Additional options:**
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### If Player Has Specific Item
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- **Special dialogue:**
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- **Unique resolution:**
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## Multiple Endings
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### Ending A: Success
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- **Final lines:**
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- **Outcome:**
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- **Relationship change:**
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### Ending B: Partial Success
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- **Final lines:**
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- **Outcome:**
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- **Relationship change:**
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### Ending C: Failure
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- **Final lines:**
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- **Outcome:**
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- **Relationship change:**
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## Character Voice Notes
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### [Character Name] Voice Guide
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- **Speaking style:**
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- **Common phrases:**
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- **Emotional patterns:**
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- **Speech quirks:**
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### Player Character Voice
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- **Tone options available:**
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- **Personality traits shown:**
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- **Growth/change reflected:**
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## Technical Implementation
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### Dialogue System Requirements
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- **Variables to track:**
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- **Conditions to check:**
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- **Flags to set:**
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### Voice Acting Notes
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- **Delivery instructions:**
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- **Emotional emphasis:**
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- **Pacing notes:**
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### Localization Notes
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- **Cultural considerations:**
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- **Translation challenges:**
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- **Alternative phrasings:**
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## Testing Checklist
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- [ ] All dialogue paths accessible
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- [ ] Conditions work properly
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- [ ] Character voice consistent
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- [ ] Player choices meaningful
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- [ ] Appropriate responses to all options
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- [ ] Emotional arc clear
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## Development Notes
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### Writing Goals
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- **Character development:**
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- **Information to convey:**
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- **Emotional journey:**
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### Revision History
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-
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### Feedback Notes
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-
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---
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**Tags:** #dialogue #[character-involved] #[faction-context]
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**Player Agency:** #[high-choice/medium-choice/low-choice]
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**Priority:** #[critical/important/optional/flavor]
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**Status:** #[concept/draft/implementing/complete/cut]
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208
00-Templates/Game Overview Template.md
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208
00-Templates/Game Overview Template.md
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# {{Game Title}} - Master Overview
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## Core Concept
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### High-Concept Pitch
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- **One-Liner:**
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- **Genre:**
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- **Platform:**
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- **Target Audience:**
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- **Estimated Playtime:**
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### Core Pillars
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1. **Pillar 1:**
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2. **Pillar 2:**
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3. **Pillar 3:**
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### Unique Selling Points
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-
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-
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-
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## Story Overview
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### Central Narrative
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- **Main Plot:**
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- **Central Conflict:**
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- **Protagonist Journey:**
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### Themes
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- **Primary Theme:**
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- **Supporting Themes:**
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- **Thematic Questions:**
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### Tone & Mood
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- **Overall Tone:**
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- **Emotional Range:**
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- **Atmosphere:**
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## Core Gameplay
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### Primary Mechanics
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- **Core Loop:**
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- **Key Systems:**
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- **Player Progression:**
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### Secondary Features
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-
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-
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-
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### Innovation Points
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-
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## World & Setting
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### Setting Overview
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- **World Type:**
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- **Time Period:**
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- **Scale:**
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- **Key Locations:**
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### World State
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- **Political Situation:**
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- **Social Structure:**
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- **Technology Level:**
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- **Supernatural Elements:**
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## Characters
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### Protagonist
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- **Name:** [[Protagonist Name]]
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- **Role:**
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- **Character Arc:**
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### Main Supporting Cast
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- [[Character Name]] - Role
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- [[Character Name]] - Role
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- [[Character Name]] - Role
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### Primary Antagonist
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- **Name:** [[Antagonist Name]]
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- **Motivation:**
|
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- **Threat Type:**
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## Story Structure
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### Act 1: Setup
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- **Length:**
|
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- **Key Events:**
|
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- **Player Goals:**
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### Act 2: Confrontation
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- **Length:**
|
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- **Key Events:**
|
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- **Player Goals:**
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### Act 3: Resolution
|
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- **Length:**
|
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- **Key Events:**
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- **Player Goals:**
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## Key Locations
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### Primary Hub
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- [[Location Name]] - Description
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### Major Locations
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- [[Location 1]] - Role in story
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- [[Location 2]] - Role in story
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- [[Location 3]] - Role in story
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## Major Quests/Missions
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### Main Story Quests
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1. [[Quest Name]] - Brief description
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2. [[Quest Name]] - Brief description
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3. [[Quest Name]] - Brief description
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### Key Side Content
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- [[Side Quest]] - Purpose
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- [[Side Quest]] - Purpose
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## Technical Scope
|
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### Target Specifications
|
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- **Engine/Platform:**
|
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- **Target Resolution:**
|
||||
- **Performance Goals:**
|
||||
- **Platform-Specific Features:**
|
||||
|
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### Asset Requirements
|
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- **Art Style:**
|
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- **Audio Style:**
|
||||
- **Localization Needs:**
|
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|
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## Development Timeline
|
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### Pre-Production
|
||||
- **Duration:**
|
||||
- **Key Deliverables:**
|
||||
|
||||
### Production Phases
|
||||
- **Phase 1:**
|
||||
- **Phase 2:**
|
||||
- **Phase 3:**
|
||||
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### Key Milestones
|
||||
- **Alpha:**
|
||||
- **Beta:**
|
||||
- **Gold Master:**
|
||||
|
||||
## Team & Resources
|
||||
### Core Team Roles
|
||||
- **Writing:**
|
||||
- **Design:**
|
||||
- **Art:**
|
||||
- **Programming:**
|
||||
|
||||
### External Resources
|
||||
-
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|
||||
## Risk Assessment
|
||||
### Major Risks
|
||||
1. **Risk:**
|
||||
- **Mitigation:**
|
||||
2. **Risk:**
|
||||
- **Mitigation:**
|
||||
|
||||
### Dependencies
|
||||
-
|
||||
|
||||
## Success Metrics
|
||||
### Quality Metrics
|
||||
-
|
||||
|
||||
### Commercial Metrics
|
||||
-
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|
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### Critical Reception Goals
|
||||
-
|
||||
|
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## Post-Launch Plans
|
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### DLC/Expansion Ideas
|
||||
-
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|
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### Sequel Potential
|
||||
-
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||||
|
||||
### Long-term Vision
|
||||
-
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|
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## Reference & Inspiration
|
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### Similar Games
|
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- **Game 1** - What we're taking/avoiding
|
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- **Game 2** - What we're taking/avoiding
|
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||||
### Other Media Inspirations
|
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- **Books/Movies/Shows:**
|
||||
- **Real-world References:**
|
||||
|
||||
## Living Documents
|
||||
### Master Lists
|
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- [[Character Master List]]
|
||||
- [[Location Master List]]
|
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- [[Quest Master List]]
|
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- [[Item Master List]]
|
||||
|
||||
### Design Documents
|
||||
- [[Story Bible]]
|
||||
- [[World Design Document]]
|
||||
- [[Gameplay Systems Document]]
|
||||
|
||||
### Development Tracking
|
||||
- [[Development Roadmap]]
|
||||
- [[Feature Backlog]]
|
||||
- [[Bug Tracker]]
|
||||
|
||||
---
|
||||
116
00-Templates/Gameplay System Template.md
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116
00-Templates/Gameplay System Template.md
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||||
# {{System Name}}
|
||||
|
||||
## Basic Info
|
||||
- **System Type:** (Combat, Hacking, Stealth, Augmentation, Social, etc.)
|
||||
- **Core Purpose:**
|
||||
- **Player Interaction:** (Active/Passive/Both)
|
||||
- **Complexity:** (Simple/Medium/Complex)
|
||||
|
||||
## How It Works
|
||||
- **Basic Function:**
|
||||
- **Player Input:**
|
||||
- **System Response:**
|
||||
- **Key Resources:** (Energy, Credits, Data, etc.)
|
||||
|
||||
## Core Mechanics
|
||||
### Primary Actions
|
||||
-
|
||||
-
|
||||
-
|
||||
|
||||
### Success/Failure
|
||||
- **Success conditions:**
|
||||
- **Failure consequences:**
|
||||
- **Partial success:**
|
||||
|
||||
### Limitations
|
||||
- **What blocks players:**
|
||||
- **Resource costs:**
|
||||
- **Cooldowns/restrictions:**
|
||||
|
||||
## Player Progression
|
||||
- **How to improve:**
|
||||
- **Upgrades available:**
|
||||
- **Augmentation integration:**
|
||||
- **Skill unlocks:**
|
||||
|
||||
## Integration
|
||||
### Story Impact
|
||||
- **Narrative purpose:**
|
||||
- **Character development:**
|
||||
|
||||
### Other Systems
|
||||
- **Works with:** [[System 1]], [[System 2]]
|
||||
- **Conflicts with:**
|
||||
- **Enhanced by:**
|
||||
|
||||
### Environmental Use
|
||||
- **Key locations:** [[Location 1]], [[Location 2]]
|
||||
- **Faction differences:**
|
||||
- **Corporate vs Underground:**
|
||||
|
||||
## Player Experience
|
||||
- **Learning curve:**
|
||||
- **Mastery goals:**
|
||||
- **Emotional payoff:**
|
||||
- **Risk/reward balance:**
|
||||
|
||||
## Dark Sci-Fi Elements
|
||||
### Corporate Control
|
||||
- **How corps limit this:**
|
||||
- **Black market alternatives:**
|
||||
- **Surveillance implications:**
|
||||
|
||||
### Moral Choices
|
||||
- **Ethical dilemmas:**
|
||||
- **Unintended consequences:**
|
||||
- **Gray area decisions:**
|
||||
|
||||
### Technology Impact
|
||||
- **Augmentation requirements:**
|
||||
- **Tech dependencies:**
|
||||
- **System vulnerabilities:**
|
||||
|
||||
## Multiple Approaches
|
||||
### High-Tech Path
|
||||
- **Augmented abilities:**
|
||||
- **Corporate tools:**
|
||||
- **Advanced options:**
|
||||
|
||||
### Low-Tech Path
|
||||
- **Analog methods:**
|
||||
- **Underground techniques:**
|
||||
- **Creative solutions:**
|
||||
|
||||
### Social Path
|
||||
- **Information gathering:**
|
||||
- **Manipulation options:**
|
||||
- **Relationship leverage:**
|
||||
|
||||
## Balance & Exploits
|
||||
- **Potential exploits:**
|
||||
- **Safeguards:**
|
||||
- **Difficulty scaling:**
|
||||
- **Player choice respect:**
|
||||
|
||||
## Technical Notes
|
||||
- **Implementation needs:**
|
||||
- **UI requirements:**
|
||||
- **Performance considerations:**
|
||||
- **Player feedback systems:**
|
||||
|
||||
## Examples
|
||||
### Typical Use Case
|
||||
- **Situation:**
|
||||
- **Player action:**
|
||||
- **System response:**
|
||||
|
||||
### Edge Case
|
||||
- **Unusual scenario:**
|
||||
- **System behavior:**
|
||||
|
||||
---
|
||||
**Tags:** #system #[stealth/combat/social/hacking/exploration]
|
||||
**Tech Integration:** #[low-tech/high-tech/cutting-edge/experimental]
|
||||
**Priority:** #[critical/important/optional/flavor]
|
||||
**Status:** #[concept/draft/implementing/complete/cut]
|
||||
126
00-Templates/Item Template.md
Normal file
126
00-Templates/Item Template.md
Normal file
@@ -0,0 +1,126 @@
|
||||
# {{Item Name}}
|
||||
|
||||
## Basic Info
|
||||
- **Type:** (Weapon, Augmentation, Tool, Data, Consumable, Key Item)
|
||||
- **Rarity:** (Common, Rare, Corporate, Black Market, Prototype)
|
||||
- **Value:**
|
||||
- **Legal Status:** (Legal, Restricted, Illegal, Classified)
|
||||
|
||||
## Description
|
||||
- **Appearance:**
|
||||
- **Condition:** (New, Used, Damaged, Experimental)
|
||||
- **Manufacturer:** (Corp name, Underground, Unknown)
|
||||
- **Flavor Text:** *"Brief description for players"*
|
||||
|
||||
## Function
|
||||
### Primary Use
|
||||
- **Main purpose:**
|
||||
- **How it works:**
|
||||
- **Resource requirements:** (Power, ammo, data, etc.)
|
||||
|
||||
### Stats/Effects
|
||||
- **Primary effect:**
|
||||
- **Secondary effects:**
|
||||
- **Duration:** (If temporary)
|
||||
- **Upgradeable:** (Yes/No)
|
||||
|
||||
## Requirements
|
||||
- **Augmentation needed:**
|
||||
- **Skill requirements:**
|
||||
- **Corporate clearance:**
|
||||
- **Faction standing:**
|
||||
|
||||
## Acquisition
|
||||
### How to Get
|
||||
- **Primary source:** (Shop, Quest, Loot, Craft)
|
||||
- **Location:** [[Location Name]]
|
||||
- **Cost/conditions:**
|
||||
- **Availability:** (Always, Limited, One-time)
|
||||
|
||||
### Alternative Sources
|
||||
- **Black market:**
|
||||
- **Corporate channels:**
|
||||
- **Underground contacts:**
|
||||
- **Salvage/theft:**
|
||||
|
||||
## Story Integration
|
||||
- **Lore significance:**
|
||||
- **Character connections:** [[Related Character]]
|
||||
- **Quest relevance:** [[Related Quest]]
|
||||
- **Corporate secrets:**
|
||||
|
||||
## Gameplay Impact
|
||||
### Combat Use
|
||||
- **Damage/protection:**
|
||||
- **Special abilities:**
|
||||
- **Tactical advantages:**
|
||||
|
||||
### Stealth Use
|
||||
- **Detection avoidance:**
|
||||
- **Silent operation:**
|
||||
- **Concealment benefits:**
|
||||
|
||||
### Hacking/Tech Use
|
||||
- **System access:**
|
||||
- **Data manipulation:**
|
||||
- **Security bypass:**
|
||||
|
||||
### Social Use
|
||||
- **Status symbol:**
|
||||
- **Conversation opener:**
|
||||
- **Intimidation factor:**
|
||||
|
||||
## Dark Sci-Fi Elements
|
||||
### Corporate Control
|
||||
- **Tracking/monitoring:**
|
||||
- **Usage restrictions:**
|
||||
- **Shutdown capabilities:**
|
||||
|
||||
### Moral Implications
|
||||
- **Ethical concerns:**
|
||||
- **Unintended consequences:**
|
||||
- **Addiction potential:**
|
||||
|
||||
### Technology Risks
|
||||
- **Malfunction chances:**
|
||||
- **Hacking vulnerability:**
|
||||
- **Side effects:**
|
||||
|
||||
## Multiple Approaches
|
||||
### Legal Path
|
||||
- **Corporate purchase:**
|
||||
- **Official channels:**
|
||||
- **Higher cost/restrictions:**
|
||||
|
||||
### Illegal Path
|
||||
- **Black market:**
|
||||
- **Theft/salvage:**
|
||||
- **Lower cost/higher risk:**
|
||||
|
||||
### Crafting Path
|
||||
- **Required materials:**
|
||||
- **Skill needed:**
|
||||
- **Customization options:**
|
||||
|
||||
## Upgrades & Modification
|
||||
- **Upgrade slots:**
|
||||
- **Compatible mods:**
|
||||
- **Enhancement options:**
|
||||
- **Degradation over time:**
|
||||
|
||||
## Related Items
|
||||
- **Part of set:**
|
||||
- **Requires other items:**
|
||||
- **Conflicts with:**
|
||||
- **Enhanced by:**
|
||||
|
||||
## Technical Notes
|
||||
- **Asset requirements:**
|
||||
- **Special
|
||||
|
||||
|
||||
---
|
||||
**Tags:** #item #[weapon/armor/tool/data/augmentation/consumable/misc] #[faction-source]
|
||||
**Legal Status:** #[legal/illegal/contraband]
|
||||
**Tech Level:** #[low-tech/high-tech/cutting-edge/experimental]
|
||||
**Status:** #[concept/draft/implementing/complete/cut]
|
||||
151
00-Templates/Location Template.md
Normal file
151
00-Templates/Location Template.md
Normal file
@@ -0,0 +1,151 @@
|
||||
# {{Location Name}}
|
||||
|
||||
## Basic Info
|
||||
- **Type:** (Corporate facility, Slums, Underground, Space station, etc.)
|
||||
- **Size:** (Small, Medium, Large, Massive)
|
||||
- **Control:** (Corporate, Independent, Contested, Abandoned)
|
||||
- **Security Level:** (Public, Restricted, High Security, Black Site)
|
||||
|
||||
## Description
|
||||
- **Visual Style:**
|
||||
- **Atmosphere:** (Sterile corporate, Gritty underground, Decaying, High-tech)
|
||||
- **Key Features:**
|
||||
- **Lighting/Mood:**
|
||||
- **Sounds/Ambience:**
|
||||
|
||||
## Layout
|
||||
- **Main Areas:**
|
||||
- **Entry/Exit Points:**
|
||||
- **Hidden Areas:**
|
||||
- **Verticality:** (Single level, Multi-floor, Massive structure)
|
||||
|
||||
## Control & Access
|
||||
### Who Runs It
|
||||
- **Primary Faction:**
|
||||
- **Secondary Presence:**
|
||||
- **Neutral Zones:**
|
||||
|
||||
### Security Measures
|
||||
- **Surveillance:**
|
||||
- **Access Control:**
|
||||
- **Guards/Patrols:**
|
||||
- **Automated Defenses:**
|
||||
|
||||
### Access Methods
|
||||
- **Official Entry:**
|
||||
- **Service Entrances:**
|
||||
- **Hidden Routes:**
|
||||
- **Augmentation Shortcuts:**
|
||||
|
||||
## Inhabitants
|
||||
- **Key NPCs:** [[Character 1]], [[Character 2]]
|
||||
- **General Population:**
|
||||
- **Security Personnel:**
|
||||
- **Unique Individuals:**
|
||||
|
||||
## Gameplay Elements
|
||||
### Stealth Opportunities
|
||||
- **Cover Points:**
|
||||
- **Ventilation/Maintenance:**
|
||||
- **Crowd Blending:**
|
||||
- **Shadow Areas:**
|
||||
|
||||
### Combat Considerations
|
||||
- **Chokepoints:**
|
||||
- **Open Areas:**
|
||||
- **Environmental Hazards:**
|
||||
- **Escape Routes:**
|
||||
|
||||
### Hacking/Tech
|
||||
- **Network Access Points:**
|
||||
- **Security Systems:**
|
||||
- **Data Terminals:**
|
||||
- **Augmentation Interfaces:**
|
||||
|
||||
### Social Interactions
|
||||
- **Safe Conversation Zones:**
|
||||
- **Information Sources:**
|
||||
- **Trade Opportunities:**
|
||||
- **Faction Representatives:**
|
||||
|
||||
## Story Integration
|
||||
- **Narrative Purpose:**
|
||||
- **Key Events Here:**
|
||||
- **Character Development:**
|
||||
- **Player Choices Impact:**
|
||||
|
||||
## Quests & Activities
|
||||
- **Main Story Missions:** [[Quest 1]]
|
||||
- **Side Missions:** [[Quest 2]]
|
||||
- **Exploration Rewards:**
|
||||
- **Repeatable Activities:**
|
||||
|
||||
## Items & Resources
|
||||
- **Loot Available:**
|
||||
- **Shops/Vendors:**
|
||||
- **Crafting Materials:**
|
||||
- **Unique Items:** [[Item Name]]
|
||||
|
||||
## Dark Sci-Fi Elements
|
||||
### Corporate Presence
|
||||
- **Corporate branding:**
|
||||
- **Surveillance implications:**
|
||||
- **Worker conditions:**
|
||||
- **Propaganda/messaging:**
|
||||
|
||||
### Social Divide
|
||||
- **Class separation:**
|
||||
- **Access inequality:**
|
||||
- **Living conditions:**
|
||||
- **Underground economy:**
|
||||
|
||||
### Technology Impact
|
||||
- **Augmentation requirements:**
|
||||
- **Tech dependencies:**
|
||||
- **System failures:**
|
||||
- **Digital vs analog spaces:**
|
||||
|
||||
## Multiple Approaches
|
||||
### High-Profile Path
|
||||
- **Official channels:**
|
||||
- **Corporate credentials:**
|
||||
- **Higher scrutiny:**
|
||||
|
||||
### Stealth Path
|
||||
- **Hidden routes:**
|
||||
- **Avoiding detection:**
|
||||
- **Maintenance access:**
|
||||
|
||||
### Social Path
|
||||
- **Networking:**
|
||||
- **Information gathering:**
|
||||
- **Relationship leverage:**
|
||||
|
||||
### Force Path
|
||||
- **Direct confrontation:**
|
||||
- **Security response:**
|
||||
- **Collateral damage:**
|
||||
|
||||
## Connections
|
||||
- **Adjacent Locations:** [[Location 1]], [[Location 2]]
|
||||
- **Transportation Links:**
|
||||
- **Communication Networks:**
|
||||
- **Supply Lines:**
|
||||
|
||||
## Environmental Storytelling
|
||||
- **Visual Clues:**
|
||||
- **Hidden Messages:**
|
||||
- **Abandoned Areas:**
|
||||
- **Corporate Propaganda:**
|
||||
|
||||
## Technical Notes
|
||||
- **Performance Considerations:**
|
||||
- **Lighting Requirements:**
|
||||
- **Audio Zones:**
|
||||
- **Interactive Elements:**
|
||||
|
||||
---
|
||||
**Tags:** #location #[faction-control] #[seclevel-0/1/2/3]
|
||||
**Access Methods:** #[stealth/combat/social/hacking/exploration]
|
||||
**Priority:** #[critical/important/optional/flavor]
|
||||
**Status:** #[concept/draft/implementing/complete/cut]
|
||||
146
00-Templates/Lore Entry Template.md
Normal file
146
00-Templates/Lore Entry Template.md
Normal file
@@ -0,0 +1,146 @@
|
||||
# {{Lore Topic}}
|
||||
|
||||
## Basic Info
|
||||
- **Type:** (Corporation, Technology, Event, Culture, Location, Conspiracy)
|
||||
- **Importance:** (Critical, Important, Background)
|
||||
- **Time Period:** (Pre-war, Corporate era, Current, etc.)
|
||||
- **Classification Level:** (Public, Restricted, Classified, Unknown)
|
||||
|
||||
## Overview
|
||||
- **What it is:**
|
||||
- **Why it matters:**
|
||||
- **Current status:**
|
||||
- **Public vs. reality:**
|
||||
|
||||
## Key Facts
|
||||
- **Essential details:**
|
||||
- **Who's involved:**
|
||||
- **What happened:**
|
||||
- **Hidden truth:**
|
||||
|
||||
## Corporate Angle
|
||||
### Official Story
|
||||
- **Corporate narrative:**
|
||||
- **Public relations spin:**
|
||||
- **Approved information:**
|
||||
|
||||
### Reality
|
||||
- **What actually happened:**
|
||||
- **Corporate involvement:**
|
||||
- **Cover-up details:**
|
||||
- **Ongoing consequences:**
|
||||
|
||||
## Impact on World
|
||||
### Social Impact
|
||||
- **How people live:**
|
||||
- **Class divisions:**
|
||||
- **Daily life changes:**
|
||||
|
||||
### Political Impact
|
||||
- **Power structures:**
|
||||
- **Corporate control:**
|
||||
- **Resistance movements:**
|
||||
|
||||
### Technological Impact
|
||||
- **Tech development:**
|
||||
- **Augmentation effects:**
|
||||
- **System dependencies:**
|
||||
|
||||
## Player Discovery
|
||||
### How Players Learn
|
||||
- **Environmental clues:**
|
||||
- **Character dialogue:**
|
||||
- **Data logs/files:**
|
||||
- **Direct experience:**
|
||||
|
||||
### Information Layers
|
||||
- **Surface level:**
|
||||
- **Deeper investigation:**
|
||||
- **Hidden truth:**
|
||||
|
||||
## Game Integration
|
||||
### Story Relevance
|
||||
- **Main plot connection:**
|
||||
- **Character motivations:**
|
||||
- **Thematic significance:**
|
||||
|
||||
### Gameplay Impact
|
||||
- **Affects systems:** [[System 1]], [[System 2]]
|
||||
- **Influences NPCs:** [[Character 1]], [[Character 2]]
|
||||
- **Relevant locations:** [[Location 1]], [[Location 2]]
|
||||
|
||||
### Quest Integration
|
||||
- **Related missions:** [[Quest 1]]
|
||||
- **Information trading:**
|
||||
- **Player choices:**
|
||||
|
||||
## Dark Elements
|
||||
### Moral Ambiguity
|
||||
- **Ethical questions:**
|
||||
- **Gray area decisions:**
|
||||
- **Unintended consequences:**
|
||||
|
||||
### Conspiracy Aspects
|
||||
- **Who benefits:**
|
||||
- **Who suffers:**
|
||||
- **Cover-up methods:**
|
||||
|
||||
### Human Cost
|
||||
- **Casualties:**
|
||||
- **Social damage:**
|
||||
- **Psychological impact:**
|
||||
|
||||
## Factions & Perspectives
|
||||
### Corporate View
|
||||
- **Official position:**
|
||||
- **Internal knowledge:**
|
||||
- **Damage control:**
|
||||
|
||||
### Resistance View
|
||||
- **Opposition stance:**
|
||||
- **Underground truth:**
|
||||
- **Action plans:**
|
||||
|
||||
### Civilian Impact
|
||||
- **Public awareness:**
|
||||
- **Personal effects:**
|
||||
- **Survival adaptations:**
|
||||
|
||||
## Connected Elements
|
||||
- **Related lore:** [[Lore Entry 1]], [[Lore Entry 2]]
|
||||
- **Affected characters:**
|
||||
- **Relevant technology:**
|
||||
- **Historical events:**
|
||||
|
||||
## Evidence & Sources
|
||||
### Physical Evidence
|
||||
- **Documents:**
|
||||
- **Locations:**
|
||||
- **Technology:**
|
||||
|
||||
### Witness Accounts
|
||||
- **Survivors:**
|
||||
- **Whistleblowers:**
|
||||
- **Corporate insiders:**
|
||||
|
||||
### Digital Trails
|
||||
- **Data logs:**
|
||||
- **Communication records:**
|
||||
- **Security footage:**
|
||||
|
||||
## Player Agency
|
||||
### Investigation Options
|
||||
- **Research methods:**
|
||||
- **Information sources:**
|
||||
- **Discovery paths:**
|
||||
|
||||
### Choice Impact
|
||||
- **How player actions affect this:**
|
||||
- **Revelation consequences:**
|
||||
- **Alternative outcomes:**
|
||||
|
||||
---
|
||||
**Tags:** #lore #[faction-related] #[main-story/side-story/background-lore/set-dressing]
|
||||
**Classification:** #[seclevel-0/1/2/3]
|
||||
**Impact:** #[world-changing/faction-affecting/personal/local]
|
||||
**Status:** #[concept/draft/implementing/complete/cut]
|
||||
152
00-Templates/Quest Template.md
Normal file
152
00-Templates/Quest Template.md
Normal file
@@ -0,0 +1,152 @@
|
||||
# {{Quest Name}}
|
||||
|
||||
## Basic Info
|
||||
- **Type:** (Main Story, Side Quest, Corporate Job, Underground Mission)
|
||||
- **Giver:** [[Character Name]]
|
||||
- **Location:** [[Starting Location]]
|
||||
- **Level/Chapter:**
|
||||
- **Estimated Time:**
|
||||
|
||||
## Summary
|
||||
- **One-liner:**
|
||||
- **Full description:**
|
||||
- **Why it matters:**
|
||||
|
||||
## Objectives
|
||||
### Primary Goal
|
||||
-
|
||||
|
||||
### Optional Objectives
|
||||
-
|
||||
-
|
||||
|
||||
### Hidden Objectives
|
||||
- (Player discovers through exploration/investigation)
|
||||
|
||||
## Multiple Approaches
|
||||
### Corporate/Official Path
|
||||
- **Method:**
|
||||
- **Requirements:** (Clearance, augmentations, faction standing)
|
||||
- **Consequences:**
|
||||
|
||||
### Stealth Path
|
||||
- **Method:**
|
||||
- **Requirements:** (Skills, equipment, timing)
|
||||
- **Consequences:**
|
||||
|
||||
### Social/Information Path
|
||||
- **Method:**
|
||||
- **Requirements:** (Contacts, reputation, knowledge)
|
||||
- **Consequences:**
|
||||
|
||||
### Force/Direct Path
|
||||
- **Method:**
|
||||
- **Requirements:** (Weapons, combat skills, backup)
|
||||
- **Consequences:**
|
||||
|
||||
### Underground/Illegal Path
|
||||
- **Method:**
|
||||
- **Requirements:** (Black market contacts, illegal tech)
|
||||
- **Consequences:**
|
||||
|
||||
## Key Locations
|
||||
- **Start:** [[Location]]
|
||||
- **Main areas:** [[Location 1]], [[Location 2]]
|
||||
- **End:** [[Location]]
|
||||
|
||||
## Characters Involved
|
||||
- **Quest giver:** [[Character]]
|
||||
- **Allies:** [[Character]]
|
||||
- **Opposition:** [[Character]]
|
||||
- **Information sources:** [[Character]]
|
||||
|
||||
## Story Integration
|
||||
- **Plot relevance:**
|
||||
- **Character development:**
|
||||
- **World building:**
|
||||
- **Player choice impact:**
|
||||
|
||||
## Moral Complexity
|
||||
### Ethical Dilemmas
|
||||
- **Gray area decisions:**
|
||||
- **Competing loyalties:**
|
||||
- **Unintended consequences:**
|
||||
|
||||
### Faction Implications
|
||||
- **Corporate interests:**
|
||||
- **Resistance impact:**
|
||||
- **Civilian effects:**
|
||||
|
||||
## Rewards & Consequences
|
||||
### Success Rewards
|
||||
- **Credits/Payment:**
|
||||
- **Items/Equipment:** [[Item]]
|
||||
- **Information/Data:**
|
||||
- **Faction standing:**
|
||||
- **Character relationships:**
|
||||
|
||||
### Failure Consequences
|
||||
- **Story impact:**
|
||||
- **Relationship damage:**
|
||||
- **Future complications:**
|
||||
|
||||
### Approach-Specific Outcomes
|
||||
- **Stealth bonus:**
|
||||
- **Combat penalty:**
|
||||
- **Social benefits:**
|
||||
- **Corporate favor/disfavor:**
|
||||
|
||||
## Information & Secrets
|
||||
### What Player Learns
|
||||
- **Surface information:**
|
||||
- **Hidden details:**
|
||||
- **Corporate secrets:**
|
||||
- **Personal revelations:**
|
||||
|
||||
### What Player Can Miss
|
||||
- **Optional discoveries:**
|
||||
- **Hidden areas:**
|
||||
- **Alternative solutions:**
|
||||
|
||||
## Branching & Variations
|
||||
### Player Choice Points
|
||||
1. **Decision:**
|
||||
- **Option A:**
|
||||
- **Option B:**
|
||||
- **Consequences:**
|
||||
|
||||
### Different Outcomes
|
||||
- **Best case:**
|
||||
- **Worst case:**
|
||||
- **Compromise solution:**
|
||||
|
||||
## Technical Requirements
|
||||
### Gameplay Systems Used
|
||||
- **Combat:**
|
||||
- **Stealth:**
|
||||
- **Hacking:**
|
||||
- **Social:**
|
||||
- **Augmentation:**
|
||||
|
||||
### Special Mechanics
|
||||
- **Unique elements:**
|
||||
- **Environmental puzzles:**
|
||||
- **Time pressure:**
|
||||
|
||||
## Failure States
|
||||
- **Can it be failed:**
|
||||
- **Retry options:**
|
||||
- **Alternative completion:**
|
||||
- **Story continues anyway:**
|
||||
|
||||
## Development Notes
|
||||
- **Design goals:**
|
||||
- **Player experience:**
|
||||
- **Technical challenges:**
|
||||
- **Testing priorities:**
|
||||
|
||||
---
|
||||
**Tags:** #quest #[main-story/side-story/background-lore/set-dressing] #[faction]
|
||||
**Approaches:** #[stealth/combat/social/hacking/exploration]
|
||||
**Player Agency:** #[high-choice/medium-choice/low-choice]
|
||||
**Status:** #[concept/draft/implementing/complete/cut]
|
||||
155
00-Templates/Story Beat Template.md
Normal file
155
00-Templates/Story Beat Template.md
Normal file
@@ -0,0 +1,155 @@
|
||||
# {{Beat Title}}
|
||||
|
||||
## Basic Info
|
||||
- **Act:** [[Act 1|Act 2|Act 3]]
|
||||
- **Chapter/Scene:**
|
||||
- **Beat Type:** (Plot, Character, World, Revelation, Choice)
|
||||
- **Tone:** (Tense, Revelatory, Action, Quiet, Disturbing)
|
||||
- **Duration:**
|
||||
|
||||
## Summary
|
||||
- **What happens:**
|
||||
- **Why it matters:**
|
||||
- **Emotional goal:**
|
||||
|
||||
## Story Function
|
||||
- **Plot advancement:**
|
||||
- **Character development:**
|
||||
- **World building:**
|
||||
- **Theme exploration:**
|
||||
- **Information revealed:**
|
||||
|
||||
## Setting & Context
|
||||
- **Location:** [[Location Name]]
|
||||
- **Time/Circumstances:**
|
||||
- **Atmosphere:**
|
||||
- **Corporate presence:**
|
||||
- **Surveillance level:**
|
||||
|
||||
## Characters Present
|
||||
- **Protagonist role:**
|
||||
- **Key NPCs:** [[Character 1]], [[Character 2]]
|
||||
- **Corporate agents:**
|
||||
- **Civilians affected:**
|
||||
|
||||
## Player Agency
|
||||
### Interaction Type
|
||||
- **Cutscene:**
|
||||
- **Interactive dialogue:**
|
||||
- **Gameplay sequence:**
|
||||
- **Environmental discovery:**
|
||||
- **Player choice moment:**
|
||||
|
||||
### Player Options
|
||||
- **Corporate-aligned choice:**
|
||||
- Outcome:
|
||||
- **Resistance-aligned choice:**
|
||||
- Outcome:
|
||||
- **Independent/Neutral choice:**
|
||||
- Outcome:
|
||||
- **Morally ambiguous choice:**
|
||||
- Outcome:
|
||||
|
||||
### Approach Variations
|
||||
- **Stealth discovery:**
|
||||
- **Direct confrontation:**
|
||||
- **Social manipulation:**
|
||||
- **Technical/hacking:**
|
||||
|
||||
## Dark Sci-Fi Elements
|
||||
### Corporate Influence
|
||||
- **Surveillance implications:**
|
||||
- **Control mechanisms:**
|
||||
- **Propaganda presence:**
|
||||
|
||||
### Moral Complexity
|
||||
- **Ethical dilemma:**
|
||||
- **Gray area decisions:**
|
||||
- **Unintended consequences:**
|
||||
|
||||
### Technology Impact
|
||||
- **Augmentation relevance:**
|
||||
- **System dependencies:**
|
||||
- **Digital vs human:**
|
||||
|
||||
## Information Layer
|
||||
### Surface Level
|
||||
- **What's obvious:**
|
||||
- **Public information:**
|
||||
|
||||
### Hidden Truth
|
||||
- **What's really happening:**
|
||||
- **Corporate secrets:**
|
||||
- **Personal revelations:**
|
||||
|
||||
### Investigation Options
|
||||
- **Environmental clues:**
|
||||
- **Data logs/terminals:**
|
||||
- **Character dialogue:**
|
||||
- **Optional discoveries:**
|
||||
|
||||
## Emotional Beats
|
||||
- **Opening mood:**
|
||||
- **Tension building:**
|
||||
- **Climax moment:**
|
||||
- **Resolution feeling:**
|
||||
- **Setup for next:**
|
||||
|
||||
## Dialogue & Key Moments
|
||||
### Important Lines
|
||||
- **Character revelation:**
|
||||
- **Corporate doublespeak:**
|
||||
- **Personal truth:**
|
||||
|
||||
### Visual Moments
|
||||
- **Key imagery:**
|
||||
- **Environmental storytelling:**
|
||||
- **Symbolic elements:**
|
||||
|
||||
## Consequences
|
||||
### Immediate Effects
|
||||
- **Character reactions:**
|
||||
- **Relationship changes:**
|
||||
- **Information gained:**
|
||||
|
||||
### Long-term Impact
|
||||
- **Story implications:**
|
||||
- **Future quest access:**
|
||||
- **Character arc progression:**
|
||||
- **World state changes:**
|
||||
|
||||
## Multiple Outcomes
|
||||
### Based on Player Choice
|
||||
- **Corporate favor:**
|
||||
- **Resistance support:**
|
||||
- **Personal relationships:**
|
||||
- **Future complications:**
|
||||
|
||||
### Based on Previous Actions
|
||||
- **High tech approach:**
|
||||
- **Low profile approach:**
|
||||
- **Previous faction choices:**
|
||||
|
||||
## Connections
|
||||
- **Previous beat:** [[Beat Name]]
|
||||
- **Next beat:** [[Beat Name]]
|
||||
- **Parallel storylines:**
|
||||
- **Foreshadowing setup:**
|
||||
|
||||
## Technical Requirements
|
||||
- **Assets needed:**
|
||||
- **Special mechanics:**
|
||||
- **Performance considerations:**
|
||||
- **Player feedback systems:**
|
||||
|
||||
## Development Notes
|
||||
- **Design intent:**
|
||||
- **Player experience goals:**
|
||||
- **Thematic purpose:**
|
||||
- **Alternative versions:**
|
||||
|
||||
---
|
||||
**Tags:** #story-beat #[act1/act2/act3] #[main-story/side-story]
|
||||
**Faction Impact:** #[human/automaton/bioslave/uploaded]
|
||||
**Player Agency:** #[high-choice/medium-choice/low-choice]
|
||||
**Status:** #[concept/draft/implementing/complete/cut]
|
||||
Reference in New Issue
Block a user