From 76b433acc47c88a5610df79b7c7028a590cf26b4 Mon Sep 17 00:00:00 2001 From: ratface Date: Mon, 21 Jul 2025 00:08:10 +0000 Subject: [PATCH] Update The Quiet --- The-Quiet.md | 96 ++++++++++++++-------------------------------------- 1 file changed, 26 insertions(+), 70 deletions(-) diff --git a/The-Quiet.md b/The-Quiet.md index 4915db4..1f99171 100644 --- a/The-Quiet.md +++ b/The-Quiet.md @@ -1,153 +1,109 @@ # Vale ## Game Design Document - ![Vale Concept](https://git.ratface.club/ratface-games/vale-public/raw/branch/main/Assets/Concepts/file_00000000f5686230bb8eaf09d5e151fd.png) - -### 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 +## 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 - --- - -## The Quiet - -![The Quiet Concept Art](https://git.ratface.club/ratface-games/vale-public/raw/branch/main/Assets/Concepts/file_000000000f3c61f7b59167fb155876c9.png) - -### Overview -The Quiet is a manifestation of perfect, absolute stillness that spreads across the land like crystalline death. It eliminates entropy itself, rendering everything it touches into eternal stasis. - -### Characteristics -- **Crystalline Zones:** Perfect, glass-like stillness preserving everything in eternal stasis -- **Expanding Boundaries:** The Quiet grows over time, claiming new territory -- **Impassable Barriers:** Players cannot enter fully affected areas -- **Slowing Effects:** Approaching too closely results in gradual movement reduction - -### Gameplay Impact -- **Environmental Hazard:** Cannot be fought directly, only countered with Wild Jars -- **Route Planning:** Players must navigate around affected areas -- **World Changes:** Failed expeditions result in permanent loss of territories -- **Temporal Pressure:** The Quiet expands over time, making areas inaccessible - ---- - ## 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 -- **Jar Preparation:** Gather and prepare Cracked Wild Jars from Vale's sources -- **Expedition Organization:** Village mobilizes resources when omens appear -- **Research:** Develop new approaches to countering The Quiet -- **Community Effort:** Entire settlement contributes to expedition preparation - +- **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 -- **Cargo Protection:** Safeguard fragile Wild Jars during transport - +- **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 deployment and countering The Quiet +- **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 +- **Infrastructure:** Improve caravan facilities and Wild Jar preparation capabilities - **Population:** Attract specialists and refugees to expand capabilities -- **Technology:** Research better equipment and techniques -- **Resources:** Develop sustainable supply chains for expeditions - +- **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 -- **Quiet Patterns:** Understanding of how The Quiet spreads +- **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 deploy Wild Jars +- **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 -- **Resource Management:** Maintain caravan through extended expedition - +- **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 through repeated expeditions +- **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 \ No newline at end of file