7 The Quiet
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Vale

Game Design Document

Vale Concept

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