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docs(gdd): Author first 3 MVP system GDDs + systems index + entity registry#60

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docs(gdd): Author first 3 MVP system GDDs + systems index + entity registry#60
Gajeel420 wants to merge 4 commits into
Donchitos:mainfrom
Gajeel420:pre-production/gdds-corruption-movement-health

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Summary

Adds the SYNTHFALL systems index (30 systems mapped) and the first three designed system GDDs, plus the first real entries in the cross-system entity registry.

Why

These three systems form the spine of SYNTHFALL's moment-to-moment loop:

  • Corruption is the tension engine every other system feeds into
  • Movement is the physical language Reclaimers use to manage that tension
  • Health & Damage is where the consequences land

Designing them first locks the interfaces every subsequent GDD will reference, and populates design/registry/entities.yaml with the cross-system facts (TEAMMATE_DOWNED_WEIGHT, HP_MAX, noise output formula, etc.) that prevent silent drift between docs.

Files

  • design/gdd/systems-index.md — 30 systems, 25 MVP, 5 Launch, full dependency map, design order
  • design/gdd/corruption-meter.md — 8 required sections + Visual/Audio + Open Questions
  • design/gdd/reclaimer-movement.md — 8 required sections + Visual/Audio + UI + Open Questions
  • design/gdd/health-damage.md — 8 required sections + Visual/Audio + UI + Open Questions
  • design/registry/entities.yaml — 3 Synth entities (crawler/stalker/pulse_drone), 5 formulas, 11 constants

Reviewer notes

  • All three GDDs were authored in Lean review mode — specialist agent spawns (creative-director, systems-designer, qa-lead, art-director) were skipped per the lean protocol and noted inline. Each GDD flags the values that should be validated by the relevant specialist before sprint-to-production.
  • Networking Layer (Release v0.2.0: Context Resilience, AskUserQuestion, /design-systems #1) is undesigned — all three GDDs flag the server-authority model as provisional. That's the next dependency to design.
  • Status: all three marked Designed (pending /design-review). Independent design review must run in fresh sessions (not in the authoring context).
  • 3/30 system GDDs complete. Remaining MVP work: 22 GDDs.

Test plan

  • Run /design-review design/gdd/corruption-meter.md in a fresh session
  • Run /design-review design/gdd/reclaimer-movement.md in a fresh session
  • Run /design-review design/gdd/health-damage.md in a fresh session
  • Run /consistency-check to verify the three GDDs' values agree with each other and with the registry
  • Spot-check the systems index dependency map for any bidirectional inconsistencies introduced by these three GDDs

🤖 Generated with Claude Code

Gajeel420 and others added 4 commits May 15, 2026 09:34
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>
- 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>
…gistry

Adds the systems index (30 systems, 25 MVP, 5 Launch) and the first three
designed system GDDs for SYNTHFALL pre-production:

- corruption-meter.md (Donchitos#3): server-authoritative 0-100% tension engine with
  5 city response states, threshold events at 25/50/75/100%, passive +
  event-driven inputs, sector carry mechanic
- reclaimer-movement.md (Donchitos#4): FPS locomotion with stamina-gated sprint,
  per-class speed/noise multipliers, FootstepEvent emission to Sensor Grid
- health-damage.md (Donchitos#5): server-authoritative HP system with 3-tier armor
  states (Operational/Compromised/Critical), typed damage modifiers,
  Downed/Eliminated thresholds, fall damage formula

All three GDDs share the same cross-system facts via design/registry/
entities.yaml — first real entries in the registry: 3 Synth entities
(crawler, stalker, pulse_drone), 5 formulas, 11 constants. Registry locks
values that cross system boundaries (TEAMMATE_DOWNED_WEIGHT, HP_MAX,
movement noise interface, etc.) so subsequent GDDs cannot silently
contradict them.

3/30 system GDDs complete. Networking Layer (#1) flagged as provisional
dependency throughout — designed next.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
@Gajeel420 Gajeel420 requested a review from Donchitos as a code owner May 16, 2026 03:23

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