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The-Somnus-Project/.gemini/core-concept-brainstorm.md

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Brainstorming Session: Stasis Warden - Core Concepts

Objective

Refine and expand upon the core vision for Stasis Warden, focusing on exploration, fear-conquering themes, and indirect player influence.

Core Vision Elements

  1. Central Theme: Exploration and facing fears to conquer the unknown
  2. Player Role: Outside observer/controller with limited direct interaction
  3. Main Characters: Crew members found and awakened on a generation starship
  4. Unique Combination: Blend of enjoyable aspects from multiple games/genres

Key Questions to Explore

  1. How does the player experience the theme of exploration and fear?
  2. What are the specific ways the player can indirectly influence the game world?
  3. How do we make the crew members compelling and distinct?
  4. Which game/genre elements should we prioritize and how do they work together?

Potential Directions

[To be filled during brainstorming]

Mechanics Brainstorm

Exploration System

  • Resource-based Progression: Players must gather resources (power, materials, manpower) to unlock new areas
  • Door/Path Unlocking: Different costs for different types of barriers
    • Power: Reactivating offline systems/doors
    • Materials: Physical unlocking or construction
    • Manpower: Clearing debris/obstacles
  • Room Card System:
    • Draw 3 cards when opening a new area
    • Player chooses 1 to place behind the door
    • Cards represent potential room types with varying outcomes
  • Risk & Reward:
    • Some rooms contain traps or hazards
    • Some rooms are dead ends
    • Others may contain valuable resources, story elements, or crew members

Resource System

  • Resource Collection:
    • Player can click on "nodes" to collect resources directly
    • Awakened crew members can be assigned to nodes for automated collection/production
    • Some nodes are inherent to specific room types
    • Some nodes must be discovered, built, bought, or researched
  • Resource Types:
    • Power (for reactivating systems/doors)
    • Materials (for construction/unlocking)
    • Manpower (for clearing obstacles)

Room Card System

  • Deck Management:
    • Rooms come from a deck of unlocked rooms
    • Progressive gameplay unlocks special rooms for future runs
    • Mix of unique and repeatable rooms (corridors, airlocks, storage, etc.)
  • Room Categories:
    • Functional rooms (engineering, medical, research, etc.)
    • Resource generation rooms
    • Story/character rooms
    • Hazard/trap rooms
    • Dead end rooms

Hazard & Trap System

  • Types of Hazards:
    • Random hazards
    • Room-specific traps
  • Effects:
    • Impact on crew members (injury, death, psychological effects)
    • Damage to ship systems
    • Loss of resources
    • Blocking of pathways

Narrative Elements

[To be filled during brainstorming]

Player Experience Goals

[To be filled during brainstorming]

Constraints & Opportunities

[To be filled during brainstorming]