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Add SYNTHFALL game concept document#59

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Add SYNTHFALL game concept document#59
Gajeel420 wants to merge 3 commits into
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Summary

  • Adds design/gdd/game-concept.md — the full SYNTHFALL game concept document generated via /brainstorm
  • SYNTHFALL is an asymmetric team shooter set on New Earth (Mars) in the ruins of AXIOM City, a once self-sufficient smart city now hijacked by the Synth super-intelligence
  • 4 Reclaimer operatives vs. 1 Hive Mind player who controls the city itself, with a Corruption meter as the core tension engine

What's in the document

  • Elevator pitch, lore foundation, and faction overview
  • Full core loop design (30-second to session to progression)
  • Corruption meter system design
  • 4 Reclaimer classes (Breacher, Medic, Ghost, Engineer)
  • Hive Mind toolset (3 unit types, 5 environmental controls)
  • 4 game pillars + anti-pillars
  • Visual identity anchor (Dark Martian Brutalism)
  • MDA analysis and player motivation profile
  • Scope tiers: MVP (6-8 months), Launch (14-18 months), Live ops tail
  • Risk register with mitigations

Reviewer notes

  • Platform: PC (Steam/Epic), Engine: Unity
  • Review mode was Lean — director gate spawns were skipped
  • Next steps: /setup-engine then /art-bible then /map-systems

Generated with Claude Code

Initial brainstorm output for SYNTHFALL — an asymmetric team shooter set
in AXIOM City on New Earth (Mars). Covers concept pitch, core loop design,
Corruption meter tension engine, Reclaimer classes, Hive Mind toolset,
pillars, visual identity anchor, scope tiers, and risk register.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
@Gajeel420 Gajeel420 requested a review from Donchitos as a code owner May 15, 2026 19:02
Gajeel420 and others added 2 commits May 15, 2026 12:36
- Updates CLAUDE.md Technology Stack from [CHOOSE] placeholders to Unity 6.3 LTS / C# / URP
- Populates technical-preferences.md with Unity naming conventions, PC platform config,
  60fps performance budgets, NUnit testing setup, and full specialist routing table
- Updates engine-reference/unity/ docs with verified Unity 6.x breaking changes including
  NGO 1.X deprecation (critical for SYNTHFALL multiplayer), FindObjectsByType rename,
  [SerializeField] field-only restriction, DX12 default, and USS strict parsing
- Bumps Last Docs Verified dates to 2026-05-15

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Authors the full visual identity specification for SYNTHFALL (asymmetric
team shooter, Unity 6.3 LTS URP, PC). All 9 sections locked:

1. Visual Identity Statement — "AXIOM City was built to be humanity's
   greatest achievement — the Synths just finished the job." Three
   design principles with testable design tests.

2. Mood & Atmosphere — 9 game states with color temperature arc
   (6500K mission start → 2000K crisis → Extraction White beacon →
   6000K victory / 8000K+ defeat). Hive Mind view defined as a
   structurally distinct camera perspective.

3. Shape Language — AXIOM (horizontal datums, rectangular solids),
   Synth (open silhouettes, branching curves, enters at seams),
   Reclaimer (closed silhouettes, interrupted rectangles). 4 class
   silhouettes and Hive Mind interface grammar locked.

4. Color System — 7 primary colors with semantic vocabulary, faction
   rules, corruption state progression with URP Post-Processing Volume
   map, UI palettes, colorblind safety (4 critical pairs), and 8
   color prohibitions.

5. Character Design Direction — Reclaimer proportion philosophy,
   per-class distinguishing feature rules, 3 Synth unit archetypes
   (Enforcer/Weave/Anchor), LOD priority order, 3-tier armor damage
   system, Synth signal degradation states.

6. Environment Design Language — Civic Brutalism + Arcology
   Integration doctrine, PBR with painterly authority, 7
   environmental storytelling conventions, dual-camera composition
   rules (Reclaimer FPS + Hive Mind godview), material vocabulary
   with meaning-carrying qualities.

7. UI/HUD Visual Direction — Reclaimer HUD (70% diegetic, snap
   motion + 1-frame flash, corruption meter as vertical intruder
   element with 0.26 threshold interrupt), Hive Mind interface
   (radial/concentric, propagating animation, 8-animation ceiling),
   corruption meter cross-faction spec, Hive Mind gamepad focus
   system flagged for design.

8. Asset Standards — File formats, naming convention (faction/class/
   state encoded), texture resolution tiers (0-4), polygon budgets
   per asset category, 500 draw call allocation (Reclaimer FPS +
   Hive Mind godview), material slot hard caps (3 per character),
   VFX Graph required for Synth filament, LOD integration with
   godview camera constraints, 10 critical pre-production flags.

9. Reference Direction — 6 surgical references: Prey 2017
   (environment narrative legibility), Returnal (geometric
   parasitism), Dead Space 2008 (practical source hierarchy),
   Ingress Prime (Hive Mind pulse propagation UI), Cocoon 2023
   (emissive as structural feature), Overwatch 2 (VFX silhouette
   preservation / multiplayer parse). Anti-reference section for
   Cyberpunk 2077, Alien: Isolation, Horizon Zero Dawn.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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