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# Vale
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## Game Design Document
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[!vale](./Assets/Concepts/file_00000000f5686230bb8eaf09d5e151fd.png)
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### Core Concept
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A roguelike adventure game where players manage a caravan through an apocalyptic world, balancing cozy village preparation with urgent expeditions as cosmic horror threatens to consume everything.
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### Genre & Inspirations
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- **Primary Genre:** Roguelike/Action-Adventure
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- **Inspirations:** Stardew Valley (village life), Monster Hunter (preparation), Oregon Trail (caravan travel), Dark Souls (combat), Final Fantasy Crystal Chronicles (expedition structure)
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---
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## Core Game Loop
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### Phase 1: Village Preparation
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**Duration:** Player-controlled, but time pressure increases nightly
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**Activities:**
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- Explore home village and surrounding biome
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- Complete fetch quests and resource gathering
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- Craft and upgrade equipment
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- Accept requisitions from local guild
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- Manage caravan supplies and crew
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**Mechanics:**
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- Real-time day/night cycle
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- Relationship building with NPCs
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- Crafting system for gear and caravan upgrades
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- Resource management (food, materials, gold)
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### Phase 2: Expedition
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**Duration:** Variable based on requisition and player choices
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**Core Systems:**
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- **Caravan Management:** Real-time movement across procedurally generated wilderness
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- **Combat:** Action-based encounters with monsters and threats
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- **Survival:** Resource consumption, weather, terrain hazards
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- **Problem Solving:** Environmental puzzles (broken bridges, quicksand, etc.)
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**Requisition Types:**
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- **Delivery:** Transport goods between settlements
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- **Hunting:** Eliminate specific monsters or threats
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- **Scouting:** Explore uncharted wilderness areas
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- **Urgent:** Combat cosmic horror manifestations
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### Phase 3: Decision Point
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**Options:**
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1. **Return Home:** Teleport back to village, process rewards, full Phase 1 reset
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2. **Continue:** Accept new requisition from current location
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- **In Cities:** Full selection of appropriate requisitions
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- **In Wilderness:** Limited to scouting missions
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- **In Frozen Zones:** Only urgent requisitions available
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---
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## Cosmic Horror System
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### The Eclipse Timeline
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- **Night 1:** New star appears in sky
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- **Night 2:** Star begins to eclipse
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- **Night 3:** Full eclipse achieved, first frozen circle appears
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- **Nights 4-6:** Circle expands across map, consuming settlements
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### Frozen Zone Effects
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- **Towns:** NPCs become unresponsive, shops inaccessible
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- **Monsters:** Increased strength and aggression
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- **Environment:** Visual corruption, audio distortion
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- **Progression:** Circle grows steadily, making areas permanently inaccessible
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### Victory Condition
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Players must complete urgent requisitions to fight through frozen zones and destroy the Eldritch horror at the circle's center before the map is fully consumed.
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---
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## Core Mechanics
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### Caravan System
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- **Mobile Base:** Rolling headquarters with upgradeable components
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- **Crew Management:** Hire specialists with unique abilities
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- **Supply Logistics:** Food, medicine, ammunition, repair materials
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- **Customization:** Armor plating, weapons, comfort upgrades
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### Progression
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- **Character Skills:** Combat abilities, crafting expertise, social connections
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- **Caravan Upgrades:** Enhanced durability, speed, cargo capacity
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- **Knowledge Accumulation:** Map data, monster weaknesses, optimal routes
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- **Reputation:** Standing with various guilds and settlements
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### Requisition System
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- **Difficulty Scaling:** Rewards and challenges increase with distance from home
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- **Location Dependency:** Available missions determined by current settlement type
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- **Time Pressure:** Eclipse progression affects mission availability and urgency
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- **Chain Opportunities:** Strategic route planning for multi-requisition runs
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---
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## Technical Considerations
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### Procedural Generation
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- **Wilderness Maps:** Terrain, resources, encounters, weather patterns
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- **Settlement Variation:** Different guild offerings, NPC personalities, local specialties
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- **Threat Distribution:** Monster spawns, environmental hazards, cosmic manifestations
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### Progression Persistence
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- **Between Runs:** Character knowledge, some equipment, unlocked settlements
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- **Within Runs:** Caravan upgrades, relationship progress, map exploration
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- **Cosmic Resets:** Eclipse completion triggers world state changes
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### Difficulty Scaling
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- **Natural Progression:** Distance from home increases baseline challenge
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- **Time Pressure:** Eclipse advancement creates urgency without artificial timers
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- **Player Choice:** Risk/reward balance through requisition selection and route planning
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---
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## Art Direction
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### Visual Themes
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- **Village Life:** Warm, cozy, pastoral aesthetic
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- **Wilderness:** Varied biomes with realistic but fantastical elements
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- **Cosmic Horror:** Progressive visual corruption, impossible geometries, color distortion
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- **Eclipse Progression:** Sky changes provide constant visual reminder of approaching doom
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### Audio Design
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- **Ambient:** Natural sounds in wilderness, village life audio in settlements
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- **Combat:** Impactful weapon strikes, monster audio cues
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- **Cosmic Influence:** Distorted audio in frozen zones, building tension through sound design
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- **Music:** Dynamic scoring that responds to location type and eclipse progression
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---
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## Success Metrics
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### Player Engagement
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- **Session Length:** 6-night cycles create focused, completable experiences
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- **Replayability:** Multiple paths through procedural world, various strategies
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- **Skill Development:** Players improve at resource management, route planning, combat
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### Emotional Arc
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- **Preparation Satisfaction:** Village phase provides calm planning and anticipation
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- **Expedition Tension:** Travel phase delivers challenge and discovery
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- **Cosmic Dread:** Eclipse progression creates escalating pressure without frustration
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- **Victory Relief:** Successfully stopping cosmic horror provides meaningful catharsis
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