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The Quiet
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The Quiet
ratface edited this page 2025-07-21 00:08:10 +00:00
Vale
Game Design Document
Core Concept
A roguelike adventure game where players embark from Vale, their mountain sanctuary hometown, on 30-40 day expeditions to deliver salvation from an encroaching force known as The Quiet. Players must balance preparation and resource management with dangerous caravan travel through a procedurally generated world.
Genre & Inspirations
- Primary Genre: Roguelike/Action-Adventure
- Inspirations: Stardew Valley (village life), Monster Hunter (preparation), Oregon Trail (caravan travel), Dark Souls (combat), Final Fantasy Crystal Chronicles (expedition structure)
Core Game Loop
Phase 1: Preparation
Location: Vale (hometown)
Duration: Player-controlled
Activities:
- Explore Vale and gather resources
- Craft and upgrade equipment
- Manage caravan supplies and crew
- Accept requisitions from Vale's guild
- Fill the Wild Jar for expedition protection
- Prepare for expedition
Phase 2: Expedition to The Quiet
Duration: 30-40 game days Objective: Reach the center of The Quiet Journey Elements:
- Settlements: Encounter towns and cities with guilds offering requisitions
- Biome-Specific Threats: Face dangers unique to different environments
- Arbitrary Obstacles: Overcome broken bridges, highwaymen, monsters, and other hazards
- Caravan Management: Maintain supplies, crew morale, and vehicle condition
- Scouting: Gather intelligence on routes, POIs, and threats for future expeditions Requisition Types (Available at Settlement Guilds):
- Delivery: Transport lumber, goods, or messages between settlements
- Hunting: Eliminate monsters, bandits, or dangerous wildlife
- Escort: Protect travelers or merchants on dangerous routes
- Supply: Gather materials or establish resource caches
Phase 3: Rewards
Upon reaching the source of The Quiet:
- Slay The Steward of the Pale Hymn
- Choose to return home immediately or continue exploring
- Process expedition rewards and intelligence
- Prepare for next omen
Vale: The Mountain Sanctuary
Hometown Hub
Vale serves as the player's permanent base of operations, a mountain sanctuary that resists The Quiet's influence. Between expeditions, players:
- Process expedition results and rewards
- Prepare equipment and supplies for next journey
- Develop relationships with Vale's residents
- Upgrade infrastructure and capabilities
- Receive assignments when new omens appear
Wild Jar Technology
- The Wild Jar: A single, precious vessel that provides protection from The Quiet when filled
- Jar Preparation: Gather materials and carefully fill the Wild Jar with protective essence
- Limited Capacity: The jar can only hold a finite amount of protection, requiring strategic use
- Expedition Planning: Village mobilizes resources and knowledge to optimize jar filling
- Research: Develop new materials and techniques to improve jar efficiency
- Community Effort: Entire settlement contributes to jar preparation and expedition support
Expedition Mechanics
Caravan Management
- Vehicle Maintenance: Keep caravan operational over 30-40 day journey
- Supply Management: Food, medicine, fuel, and repair materials
- Crew Coordination: Manage specialists with unique abilities
- Wild Jar Conservation: Strategically use the limited Wild Jar protection to enable safe passage through The Quiet
World Navigation
- Procedural Routes: Each expedition features different paths and obstacles
- Settlement Interaction: Trade, resupply, and accept requisitions at towns
- Threat Response: Combat monsters, bandits, and environmental hazards
- Obstacle Solutions: Overcome broken bridges, blocked paths, and natural barriers
- Route Strategy: Balance safer, longer paths against dangerous shortcuts through The Quiet
Scouting Activities
During expeditions, players can scout to gather intelligence:
- Route Information: Critical details like "avoid the left fork - bridge is collapsed"
- Ambush Detection: Identify bandit camps and dangerous chokepoints
- POI Discovery: Locate unique locations, ruins, and hidden resources
- Threat Assessment: Map monster territories and environmental hazards
- Quiet Zones: Identify areas requiring Wild Jar protection versus safe passages
Progression Systems
Character Development
- Expedition Skills: Abilities for caravan management and wilderness survival
- Combat Mastery: Techniques for dealing with threats and obstacles
- Wild Jar Expertise: Knowledge of efficient jar usage and alternative protection methods
- Community Standing: Relationships within Vale and encountered settlements
Vale Advancement
- Infrastructure: Improve caravan facilities and Wild Jar preparation capabilities
- Population: Attract specialists and refugees to expand capabilities
- Technology: Research better equipment, techniques, and jar enhancement methods
- Resources: Develop sustainable supply chains for expeditions and jar materials
World Knowledge
- Route Mapping: Accumulated intelligence from scouting activities, including safe vs. jar-required passages
- Quiet Patterns: Understanding of how The Quiet spreads and where protection is essential
- Settlement Networks: Relationships with guilds across the world
- Threat Databases: Knowledge of monsters, bandits, and environmental hazards
Success Metrics
Expedition Success
- Clear Objectives: Reach The Quiet source and slay The Steward of the Pale Hymn
- Meaningful Obstacles: Overcome diverse challenges during 30-40 day journey
- Strategic Depth: Balance primary mission with profitable requisitions while managing Wild Jar usage
- Resource Management: Maintain caravan and conserve jar protection through extended expedition
Long-term Engagement
- Procedural Variety: Different routes, obstacles, and omens each run
- Progressive Mastery: Learn optimal strategies for jar usage and route planning through repeated expeditions
- World Building: Each successful expedition preserves civilization
- Community Development: Build Vale into a thriving sanctuary over time