initial commit

This commit is contained in:
Will Stuckey
2025-10-01 11:23:23 -05:00
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# {{Character Name}}
## Basic Info
- **Full Name:**
- **Age:**
- **Role/Job:**
- **Faction:**
- **Augmentations:**
- **Status:** (Alive, Dead, Missing, Unknown)
## Appearance
- **Physical Description:**
- **Cybernetic Mods:**
- **Distinctive Features:**
- **Voice/Mannerisms:**
## Personality
- **Core Traits:**
- **Motivation:**
- **Fears:**
- **Moral Stance:** (Corporate loyalist, Rebel, Neutral, Pragmatist)
## Background
- **Origin:**
- **Key Past Events:**
- **How They Got Here:**
- **Dark Secret:**
## Relationships
- **Allies:**
- **Enemies:**
- **Family/Personal:**
- **Professional Contacts:**
## Game Role
### Story Function
- **Purpose in narrative:**
- **Character arc:**
### Player Interactions
- **First meeting:**
- **Can be allied with:**
- **Can be enemy:**
- **Can be killed/saved:**
### Abilities
- **Combat skills:**
- **Special abilities:**
- **Useful knowledge/access:**
## Dialogue Notes
- **Speaking style:**
- **Key phrases:**
- **Topics they care about:**
- **What they hide:**
## Secrets & Information
- **What they know:**
- **What they want:**
- **What they'll trade:**
## Locations
- **Where found:** [[Location]]
- **Workplace:** [[Location]]
- **Safe places:** [[Location]]
---
**Tags:** #character #[human/automaton/bioslave/uploaded] #[ally/enemy/neutral]
**Faction:** #[security-corps/research-corps/manufacturing-corps/resistance/civilian]
**Security Clearance:** #[seclevel-0/1/2/3]
**Status:** #[concept/draft/implementing/complete/cut]

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# Dev Log - {{date}}
## Today's Focus
**Primary Goals:**
- [ ]
- [ ]
- [ ]
**Secondary Tasks:**
- [ ]
- [ ]
## Work Completed
### Writing
- **Characters:**
- **Locations:**
- **Quests:**
- **Dialogue:**
- **Lore/World:**
### Design
- **System Design:**
- **Level Design:**
- **Gameplay Elements:**
### Review/Revision
- **Documents Reviewed:**
- **Changes Made:**
- **Feedback Incorporated:**
## New Ideas & Insights
### Creative Breakthroughs
-
### Problem Solutions
- **Issue:**
- **Solution:**
### Future Concepts
-
## Challenges Encountered
### Writing Blocks
- **Issue:**
- **Approach Taken:**
### Design Problems
- **Issue:**
- **Status:**
### Technical Concerns
-
## Tomorrow's Priorities
1.
2.
3.
## Notes & Observations
### What Worked Well
-
### What Didn't Work
-
### Lessons Learned
-
### Random Thoughts
-
## Metrics
- **Words Written:**
- **Documents Created:**
- **Documents Updated:**
- **Links Added:**
## Mood & Energy
- **Overall Productivity:** (Low/Medium/High)
- **Creative Energy:** (Low/Medium/High)
- **Motivation Level:** (Low/Medium/High)
- **Biggest Win Today:**
## External Factors
### Research Done
-
### Inspiration Sources
-
### Feedback Received
-
## Week/Month Progress
*[Update weekly/monthly]*
### Week Goals Status
-
### Month Goals Status
-
---
**Tags:** #devlog
**Focus Areas:** #writing #design #coding #modeling #texturing

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# {{Scene Title}} - Dialogue
## Scene Context
- **Characters Present:**
- **Location:** [[Location Name]]
- **Situation/Context:**
- **Player's Previous Actions:**
- **Emotional State:**
- **Time Constraints:**
## Opening
### Scene Setup
- **How scene begins:**
- **Character positions:**
- **Environmental factors:**
### Opening Line
**[Character Name]:**
## Main Dialogue Flow
### Branch Point 1
**[Character Name]:**
**Player Options:**
1. **[Tone: Aggressive]**
- Response:
2. **[Tone: Diplomatic]**
- Response:
3. **[Tone: Curious]**
- Response:
4. **[Tone: Sarcastic]**
- Response:
### Follow-up (If Player Chose Option 1)
**[Character Name]:**
**Player Options:**
1.
2.
3.
### Follow-up (If Player Chose Option 2)
**[Character Name]:**
**Player Options:**
1.
2.
3.
### Branch Point 2
*[Continue pattern for major decision points]*
## Conditional Dialogue
### If High Relationship
- **Alternative lines:**
- **Different options available:**
### If Low Relationship
- **Alternative lines:**
- **Different options available:**
### If Previous Quest Completed
- **Reference dialogue:**
- **Additional options:**
### If Player Has Specific Item
- **Special dialogue:**
- **Unique resolution:**
## Multiple Endings
### Ending A: Success
- **Final lines:**
- **Outcome:**
- **Relationship change:**
### Ending B: Partial Success
- **Final lines:**
- **Outcome:**
- **Relationship change:**
### Ending C: Failure
- **Final lines:**
- **Outcome:**
- **Relationship change:**
## Character Voice Notes
### [Character Name] Voice Guide
- **Speaking style:**
- **Common phrases:**
- **Emotional patterns:**
- **Speech quirks:**
### Player Character Voice
- **Tone options available:**
- **Personality traits shown:**
- **Growth/change reflected:**
## Technical Implementation
### Dialogue System Requirements
- **Variables to track:**
- **Conditions to check:**
- **Flags to set:**
### Voice Acting Notes
- **Delivery instructions:**
- **Emotional emphasis:**
- **Pacing notes:**
### Localization Notes
- **Cultural considerations:**
- **Translation challenges:**
- **Alternative phrasings:**
## Testing Checklist
- [ ] All dialogue paths accessible
- [ ] Conditions work properly
- [ ] Character voice consistent
- [ ] Player choices meaningful
- [ ] Appropriate responses to all options
- [ ] Emotional arc clear
## Development Notes
### Writing Goals
- **Character development:**
- **Information to convey:**
- **Emotional journey:**
### Revision History
-
### Feedback Notes
-
---
**Tags:** #dialogue #[character-involved] #[faction-context]
**Player Agency:** #[high-choice/medium-choice/low-choice]
**Priority:** #[critical/important/optional/flavor]
**Status:** #[concept/draft/implementing/complete/cut]

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# {{Game Title}} - Master Overview
## Core Concept
### High-Concept Pitch
- **One-Liner:**
- **Genre:**
- **Platform:**
- **Target Audience:**
- **Estimated Playtime:**
### Core Pillars
1. **Pillar 1:**
2. **Pillar 2:**
3. **Pillar 3:**
### Unique Selling Points
-
-
-
## Story Overview
### Central Narrative
- **Main Plot:**
- **Central Conflict:**
- **Protagonist Journey:**
### Themes
- **Primary Theme:**
- **Supporting Themes:**
- **Thematic Questions:**
### Tone & Mood
- **Overall Tone:**
- **Emotional Range:**
- **Atmosphere:**
## Core Gameplay
### Primary Mechanics
- **Core Loop:**
- **Key Systems:**
- **Player Progression:**
### Secondary Features
-
-
-
### Innovation Points
-
## World & Setting
### Setting Overview
- **World Type:**
- **Time Period:**
- **Scale:**
- **Key Locations:**
### World State
- **Political Situation:**
- **Social Structure:**
- **Technology Level:**
- **Supernatural Elements:**
## Characters
### Protagonist
- **Name:** [[Protagonist Name]]
- **Role:**
- **Character Arc:**
### Main Supporting Cast
- [[Character Name]] - Role
- [[Character Name]] - Role
- [[Character Name]] - Role
### Primary Antagonist
- **Name:** [[Antagonist Name]]
- **Motivation:**
- **Threat Type:**
## Story Structure
### Act 1: Setup
- **Length:**
- **Key Events:**
- **Player Goals:**
### Act 2: Confrontation
- **Length:**
- **Key Events:**
- **Player Goals:**
### Act 3: Resolution
- **Length:**
- **Key Events:**
- **Player Goals:**
## Key Locations
### Primary Hub
- [[Location Name]] - Description
### Major Locations
- [[Location 1]] - Role in story
- [[Location 2]] - Role in story
- [[Location 3]] - Role in story
## Major Quests/Missions
### Main Story Quests
1. [[Quest Name]] - Brief description
2. [[Quest Name]] - Brief description
3. [[Quest Name]] - Brief description
### Key Side Content
- [[Side Quest]] - Purpose
- [[Side Quest]] - Purpose
## Technical Scope
### Target Specifications
- **Engine/Platform:**
- **Target Resolution:**
- **Performance Goals:**
- **Platform-Specific Features:**
### Asset Requirements
- **Art Style:**
- **Audio Style:**
- **Localization Needs:**
## Development Timeline
### Pre-Production
- **Duration:**
- **Key Deliverables:**
### Production Phases
- **Phase 1:**
- **Phase 2:**
- **Phase 3:**
### Key Milestones
- **Alpha:**
- **Beta:**
- **Gold Master:**
## Team & Resources
### Core Team Roles
- **Writing:**
- **Design:**
- **Art:**
- **Programming:**
### External Resources
-
## Risk Assessment
### Major Risks
1. **Risk:**
- **Mitigation:**
2. **Risk:**
- **Mitigation:**
### Dependencies
-
## Success Metrics
### Quality Metrics
-
### Commercial Metrics
-
### Critical Reception Goals
-
## Post-Launch Plans
### DLC/Expansion Ideas
-
### Sequel Potential
-
### Long-term Vision
-
## Reference & Inspiration
### Similar Games
- **Game 1** - What we're taking/avoiding
- **Game 2** - What we're taking/avoiding
### Other Media Inspirations
- **Books/Movies/Shows:**
- **Real-world References:**
## Living Documents
### Master Lists
- [[Character Master List]]
- [[Location Master List]]
- [[Quest Master List]]
- [[Item Master List]]
### Design Documents
- [[Story Bible]]
- [[World Design Document]]
- [[Gameplay Systems Document]]
### Development Tracking
- [[Development Roadmap]]
- [[Feature Backlog]]
- [[Bug Tracker]]
---

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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]

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# {{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]

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# {{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]

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# {{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]

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# {{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]

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# {{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]