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Project Brief: Stasis Warden

Version: 1.0 Date: August 18, 2025

1. Executive Summary

  • Product Concept: The player assumes the role of the amnesiac AI of a generation starship. Following a disaster, the player must repair the ship and save the cryo-sleeping crew, uncovering their own identity by restoring their systems.
  • Problem: A starship is derelict and its crew is in peril. The AI controlling it is damaged and must restore functionality and order to save everyone.
  • Key Value Proposition: A unique blend of strategic ship-building and deep social simulation, driven by a core narrative of self-discovery and presented with a distinct retro-futuristic, diegetic UI.

2. Target Users

  • Primary User Segment: Fans of sci-fi, emergent narrative gameplay, and strategy games. Players who enjoy titles with deep systems that allow for unique stories to unfold with each playthrough.

3. Goals & Success Metrics

  • Project Philosophy: This is a passion project. The primary goal is to create a game that is fun and engaging for its creator, and hopefully for others who share a similar taste. Traditional business metrics like sales figures or KPIs are not a focus.
  • User Success Metrics: The game is successful if players feel they are creating a unique story and are consistently engaged by the core gameplay loop.

4. MVP Scope

  • Core Features (In Scope):
    • Manual power generation.
    • Awakening crew to automate tasks.
    • "Room Card" selection for ship-building.
    • Crew stats (e.g., Engineering) and personality traits (1 positive, 1 negative).
    • A diegetic CRT monitor view with a point-and-click map interface.
    • A dedicated "Room Card" shelf UI for making choices.
  • Out of Scope for MVP:
    • Full narrative reveal of the amnesiac AI.
    • Dynamic relationships (friendship, rivalry).
    • AI-driven influence over crew relationships.
    • Generational system (crew having children).
    • Full retro-futurism art style; physical-style controls and keyboard shortcuts.
  • MVP Success Criteria:
    • The core gameplay loop is proven to be engaging.
    • Replayability is high, with each game session unfolding differently.

5. Technical Considerations

  • Target Platforms: Windows and Linux.
  • Technology Preferences:
    • Game Engine: Godot
    • IDE: Visual Studio Code

6. Constraints & Assumptions

  • Constraints:
    • Resources: The project will be developed by a sole human developer.
    • Assets: Graphics and other non-code assets are a primary acquisition challenge.
  • Key Assumptions:
    • The "vibe coding" development strategy will be sufficient to complete the project.
    • The blend of social simulation, ship management, and amnesiac AI narrative will be engaging for the target audience.

7. Risks & Open Questions

  • Key Risks:
    • Project Abandonment: As a solo passion project, there is a risk the developer may stop working on it.
    • Technical Blockers: A critical bug may be encountered that AI coding assistants cannot resolve, halting progress.
  • Open Questions:
    • What is the strategy for acquiring or creating the necessary art and sound assets?