Add project planning docs and repo scaffolding
Vision, requirements, tech stack, and phased roadmap for the space survival game, plus Unreal-appropriate .gitignore/.gitattributes and Git LFS setup.
This commit is contained in:
53
docs/01_VISION.md
Normal file
53
docs/01_VISION.md
Normal file
@@ -0,0 +1,53 @@
|
||||
# Vision
|
||||
|
||||
## Elevator pitch
|
||||
A multiplayer space survival game: crew a ship you build and maintain, warp across
|
||||
a galaxy of star systems, land on planets to explore and gather resources, and build
|
||||
persistent bases — both a space station and planetary outposts — as a shared base of
|
||||
operations with other players.
|
||||
|
||||
## Reference pillars
|
||||
Three games anchor the scope. Each contributes a pillar; none should be copied wholesale.
|
||||
|
||||
| Pillar | Reference | What we're taking |
|
||||
|---|---|---|
|
||||
| Modular ship construction & survival systems | Space Engineers / Empyrion | Grid-based building, power/thrust/hull as real systems you maintain, not cosmetic |
|
||||
| Procedural galaxy & planet landing | No Man's Sky | Seed-based generation, seamless-feeling landing, exploration-driven discovery |
|
||||
| Galaxy-scale travel | Elite Dangerous | Star map, jump/warp travel between systems, a galaxy big enough to feel unbounded |
|
||||
|
||||
## Scope reality check
|
||||
|
||||
Read this before getting attached to any specific milestone order.
|
||||
|
||||
**Persistent shared-world multiplayer**, **full grid-based ship construction**, and
|
||||
**seamless procedural planets** are each, individually, the kind of feature a funded
|
||||
studio spends 1-3+ years getting right. Combined, and solo, this is a multi-year project
|
||||
even at hobbyist pace. That's not a reason not to build it — it's a reason to be
|
||||
deliberate about sequencing:
|
||||
|
||||
1. **Architect for the full vision, build the small vision first.** Every system below
|
||||
is designed so it *can* scale to persistent multiplayer and a full galaxy, but the
|
||||
early phases run single-player or session-based, with one hand-built system and one
|
||||
or two planets. See [04_ROADMAP.md](04_ROADMAP.md).
|
||||
2. **Cut scope at the hardest problems on purpose, not by accident.** The two hardest
|
||||
technical problems here are (a) truly seamless space-to-planet-surface transitions,
|
||||
and (b) a persistent world server that doesn't require you to run a 24/7 fleet alone.
|
||||
The tech stack doc calls out the pragmatic version of each (instanced landing zones,
|
||||
system-sharded servers) so you have something shippable, with a documented path to
|
||||
the more ambitious version later.
|
||||
3. **Revisit ambition at each phase boundary.** It is completely reasonable to decide,
|
||||
after Phase 3 or 4, that a session-based co-op game (players host, invite friends,
|
||||
world doesn't need to persist on your infrastructure) is the right final scope rather
|
||||
than a persistent MMO. That decision gets easier once you can see the game running.
|
||||
|
||||
## Core pillars (functional)
|
||||
- **Fly & fight** a ship across open space in a galaxy of star systems.
|
||||
- **Build & maintain** that ship from modular components with real systems (power,
|
||||
thrust, life support, hull integrity) that degrade and require upkeep.
|
||||
- **Warp** between star systems via a galaxy map.
|
||||
- **Land & explore** planets on foot (or surface vehicle), gather resources, encounter
|
||||
hazards.
|
||||
- **Build bases** — a space station as a persistent home base, and planetary outposts —
|
||||
that you and other players can return to, expand, and defend.
|
||||
- **Play together** — multiple players sharing ships, stations, and eventually a
|
||||
persistent galaxy.
|
||||
Reference in New Issue
Block a user