5.6 KiB
5.6 KiB
Stasis Warden: Brainstorming Session Results
1. Core Narrative Concept: The Amnesiac AI
The player assumes the role of the generation starship's central AI. An unknown incident has left the ship derelict, the crew in emergency cryo-sleep, and the AI itself damaged and amnesiac.
The core player journey is one of rediscovery. As the player explores and repairs the ship, they are also repairing their own fragmented systems and gradually uncovering their true identity as the ship's AI. The narrative is revealed through gameplay mechanics.
2. Gameplay Loop & Progression
Initial Game Loop
- Start: The game begins with the player having access to a single room: the Power Core. The rest of the ship is dark and inaccessible.
- Manual Power Generation: The player can point-and-click on the Power Core to generate small amounts of Power.
- First Room: After accumulating enough Power, a door becomes available. The first room choice is scripted to be a "Cryo Stasis Room."
- First Crew Member: The player uses more Power to open a stasis pod within the Cryo Room, awakening the first crew member.
- Automation: This awakened crew member can be assigned to the Power Core to begin generating Power automatically, freeing the player from manual clicking.
- Core Loop: The player uses this automated power generation to open more doors. Each new door presents a choice of 3 "Room Cards" from a deck, allowing the player to strategically build out the ship.
Progression as Narrative Reveal
The player's identity as the AI is revealed through the unlock/research tree.
- Early-Game Abilities: Are ambiguous and subtle (e.g., "suggest" a crew member performs a task). These can be interpreted as standard game mechanics.
- Late-Game Abilities: As the AI repairs itself, it unlocks explicitly non-human powers (e.g., releasing pheromones to influence romance, directly rerouting systems, precise environmental control). This makes the player's true nature undeniable.
3. Crew & Social System
A deep social simulation is a core feature.
- Stats & Traits: Crew members have stats (e.g., Engineering, Biology) that modify their task performance, and at least one positive and one negative personality trait.
- Dynamic Relationships:
- Relationships (friendship, romance, rivalry, hatred) form dynamically based on trait compatibility and shared experiences.
- Good relationships provide productivity bonuses when working together; bad relationships cause penalties.
- Generational Ship: The simulation extends across generations. Crew members can form families and have children, who will inherit traits and grow up to become new crew members.
- Player Influence: The player (as the AI) can subtly influence these relationships, evolving from vague "suggestions" to direct, powerful manipulations as the AI's systems are restored.
4. UI & Interaction Model
Aesthetic
- Inspiration: Heavily inspired by the retro-futurism of the Alien franchise.
- Display: The main view is presented as a CRT monitor, complete with subtle scan lines and a pixelated font/graphic style. This is the AI's (the player's) diegetic view of the ship.
- Controls: The UI features physical-looking, mechanical buttons and knobs below the main screen.
Layout & Interaction
- Center: The largest area is the ship map on the CRT screen. Most core actions (assigning crew, selecting objects) are done via point-and-click on this screen.
- Left Panel: Tracks resources (Power, Materials, etc.).
- Right Panel: Lists all crew members. Clicking a crew member highlights them on the map and expands their card in the panel to show detailed stats, traits, and relationships.
- Physical Controls:
- A knob controls map zoom.
- Buttons control map panning (up/down/left/right).
- A button opens the main menu (Save/Load/etc.).
- Card Selection:
- When a choice is presented, 3 Room Cards appear on a dedicated "shelf" below the CRT screen, temporarily obscuring the main view to focus the player.
- The player can select a card by clicking it directly OR by pressing one of three corresponding physical buttons below the shelf.
- These buttons will have keyboard shortcuts visible on them (e.g., '1', '2', '3').
5. MVP Prioritization (Converge Phase)
This section outlines the prioritized features for the Minimum Viable Product (MVP).
Core Gameplay & Narrative
- Must-Haves:
- Manual Power Generation (initial mechanic)
- Crew-based Automation (awakening crew to automate tasks)
- "Room Card" Selection (core ship-building mechanic)
- Should-Haves:
- Amnesiac AI (player identity)
- Progressive Narrative Reveal (unlocking AI abilities over time)
- Could-Haves:
- (None identified in this category)
Crew Social Simulation
- Must-Haves:
- Crew Stats (e.g., Engineering, Biology)
- Personality Traits (one positive, one negative)
- Should-Haves:
- Dynamic Relationships (friendship, rivalry, etc.)
- AI-driven Influence (player ability to affect relationships)
- Could-Haves:
- Relationship-based Buffs/Debuffs
- Generational System (crew having children)
UI/UX & Aesthetic
- Must-Haves:
- Diegetic CRT Monitor (main view)
- Point-and-Click Map (core interaction)
- "Room Card" Shelf (dedicated UI for choices)
- Should-Haves:
- Retro-Futurism (Alien-inspired art direction)
- Physical-style Controls (buttons/knobs)
- Keyboard Shortcuts (for card selection)
- Could-Haves:
- (None identified in this category)