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spacegame/docs/01_VISION.md
Joshua Deville e437a18121 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.
2026-07-08 13:47:02 -04:00

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# 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.