Update The Quiet

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## Overview
# 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
- **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
- 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)
The Quiet is the primary antagonistic force threatening Vale—a manifestation of perfect, absolute stillness that spreads across the land like a tide of crystalline death. It is not merely the absence of sound, but the complete elimination of entropy itself, rendering everything it touches into a state of immaculate, eternal stasis.
### 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
---
## Lore & Background
## Vale: The Mountain Sanctuary
### The Academic Understanding
According to scholars and historical records, The Quiet emerged from a cosmic catastrophe that occurred aeons ago. A powerful mage, driven by ambition beyond mortal comprehension, attempted to usurp the throne of the god of Chaos. Though he failed in his coup, the mage succeeded in mortally wounding the deity, creating a fundamental imbalance in the forces that govern reality.
### Hometown Hub
Vale serves as the player's permanent base of operations, a mountain sanctuary that resists The Quiet's influence. Between expeditions, players:
With Chaos weakened and unable to maintain cosmic equilibrium, Harmony began to run rampant across the realm. What should have been a force of balance became a tide of absolute order, manifesting as The Quiet—a phenomenon that brings not peace, but the complete cessation of change, growth, and life itself.
- 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
### The Deeper Truth
Unknown to the inhabitants of Vale, this academic understanding represents only the surface layer of a far more sinister reality. The balance between Harmony and Discord serves as more than mere cosmic equilibrium—it acts as a bulwark against multiversal threats that exist beyond the comprehension of any single reality.
When this balance was shattered, Vale became vulnerable to entities that exist between dimensions. These beings have developed means to accelerate The Quiet's advance, using it as a cosmic siphon to harvest entropy from foreign universes.
### The Cosmic Harvest
What appears to be a natural catastrophe is, in truth, a carefully orchestrated farming operation. The multidimensional entities treat entire realities as crops to be cultivated, broken down, and harvested. The mage's ambition may have been subtly influenced, the "random" breaking of the balance deliberately engineered, and every world consumed by The Quiet becomes another battery in their incomprehensible infrastructure.
### 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
---
## Manifestation & Effects
## Expedition Mechanics
### Physical Characteristics
- **Crystalline Expansion**: The Quiet manifests as regions of perfect, glass-like stillness
- **Absence of Motion**: No wind, no movement, no change of any kind within affected areas
- **Preserved Perfection**: All matter caught within remains exactly as it was at the moment of contact
- **Ethereal Boundaries**: The border between affected and unaffected areas shimmers with otherworldly energy
### 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
### Biological Impact
- **Stasis, Not Death**: Living beings do not die when touched by The Quiet—they are preserved in perfect, eternal stillness
- **Conscious Preservation**: Some evidence suggests that consciousness may persist within the stasis, creating a form of living imprisonment
- **Entropy Cessation**: All biological processes halt completely, including decay, aging, and cellular activity
### 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
### Environmental Effects
- **Temporal Distortion**: Time flows differently near the boundaries of Quiet zones
- **Sound Absorption**: Not merely silent—The Quiet actively consumes sound waves that enter its domain
- **Light Behavior**: Illumination becomes strange and dreamlike within affected areas
- **Gravitational Anomalies**: Subtle distortions in the fundamental forces of reality
### 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
---
## Gameplay Implementation
## Progression Systems
### Zone Mechanics
**The Quiet Zones**
- **Impassable Barriers**: Players cannot enter areas fully claimed by The Quiet
- **Expanding Boundaries**: Over time, affected areas grow larger, claiming new territory
- **Environmental Hazards**: Approaching too closely results in slowing effects and eventual stasis
- **Visual Warnings**: Clear indicators show the dangerous proximity to Quiet zones
### 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
- **Community Standing:** Relationships within Vale and encountered settlements
### Combat Implications
**No Direct Confrontation**
- **Unstoppable Force**: The Quiet cannot be fought through conventional means
- **Avoidance Gameplay**: Players must navigate around affected areas and plan routes carefully
- **Environmental Puzzle**: Some areas may require players to find alternative paths as The Quiet advances
- **Temporal Pressure**: Certain regions become inaccessible as The Quiet spreads
### Vale Advancement
- **Infrastructure:** Improve caravan facilities and Wild Jar preparation
- **Population:** Attract specialists and refugees to expand capabilities
- **Technology:** Research better equipment and techniques
- **Resources:** Develop sustainable supply chains for expeditions
### Progression Mechanics
**World State Changes**
- **Dynamic Map**: The game world changes as The Quiet claims new territories
- **Lost Opportunities**: Areas, NPCs, and quests may become permanently inaccessible
- **Narrative Urgency**: The spreading threat creates genuine time pressure for major story beats
- **Environmental Storytelling**: Partially affected areas tell stories of the encroaching doom
### World Knowledge
- **Route Mapping:** Accumulated intelligence from scouting activities
- **Quiet Patterns:** Understanding of how The Quiet spreads
- **Settlement Networks:** Relationships with guilds across the world
- **Threat Databases:** Knowledge of monsters, bandits, and environmental hazards
---
## Design Philosophy
## Success Metrics
### Core Themes
- **Perfection as Horror**: The terror of absolute order and the elimination of possibility
- **Cosmic Indifference**: Forces beyond mortal comprehension operating on incomprehensible scales
- **Entropy as Life**: The necessity of change, chaos, and imperfection for meaningful existence
- **Hidden Manipulation**: The horror of discovering that catastrophe was engineered by unknowable intelligences
### Expedition Success
- **Clear Objectives:** Reach The Quiet source and deploy Wild Jars
- **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
### Player Experience Goals
- **Existential Dread**: Create genuine unease about the nature of perfection and stasis
- **Environmental Storytelling**: Let the world itself communicate the horror of The Quiet
- **Narrative Layers**: Reward players who dig deeper into the true nature of the threat
- **Urgent Exploration**: Encourage players to explore before areas become inaccessible
### Atmospheric Design
The Quiet serves as both environmental hazard and philosophical statement. Its presence should evoke questions about the nature of existence, the value of struggle and change, and the horror of absolute solutions to complex problems. The crystalline beauty of affected areas should be simultaneously gorgeous and terrifying.
---
## Implementation Notes
### Technical Considerations
- Quiet zones should be clearly marked with distinctive visual and audio cues
- Boundary effects need to be smooth and atmospheric rather than jarring
- Progressive slowing mechanics should feel natural and inexorable
- Environmental changes should be persistent across play sessions
### Consistency Requirements
- All interactions with The Quiet must reinforce its unstoppable nature
- Visual design should emphasize beauty and horror in equal measure
- Sound design should create genuine unease through absence and distortion
- Lore integration must support both surface understanding and deeper truth
### World Integration
- Placement should feel organic to the world's geography and history
- NPC reactions should reflect appropriate fear and helplessness
- Environmental details should suggest the progression of The Quiet over time
- Integration with broader cosmic mythology should remain subtle until revealed
### Narrative Function
The Quiet serves as the primary driving force of the main narrative while simultaneously representing deeper themes about the nature of existence, the value of imperfection, and the horror of external manipulation. Its presence should constantly remind players that they exist within a reality under siege by forces that operate beyond mortal comprehension.
### Long-term Engagement
- **Procedural Variety:** Different routes, obstacles, and omens each run
- **Progressive Mastery:** Learn optimal strategies through repeated expeditions
- **World Building:** Each successful expedition preserves civilization
- **Community Development:** Build Vale into a thriving sanctuary over time