✨feature: Initial commit
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Notes/Initial Prompt.md
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Notes/Initial Prompt.md
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I want to build a PBBG (persistent browser-based game) similar to torn.com but set in a world similar to Shadowrun (so, cyberpunk meets magic). The base city will be New Orleans. The overall atmosphere should be dark, cyberpunk, tech everywhere, but with that News Orleans flair (Locations, landmarks, etc). Basic info about New Orleans as a SR setting can be found here: [New Orleans - Shadowrun Wiki](https://shadowrun.fandom.com/wiki/New_Orleans).
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High-level wants:
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- Players can choose race from the core Shadowrun races (Human, Elves, Dwarves, Orks, Trolls, etc), each with pros and cons.
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- MVP: Only Human, but build system to be easily extensible.
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- Players can choose class from the core Shadowrun classes (Deckers, Street samurai, Riggers, Mages, Shamans, Physical adepts).
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- MVP: Only Street sam, Mage, Shaman.
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- "Mr. Johnson" system for taking jobs, with the jobs randomly created from a set of attributes (type of job, class requirements, difficulty rating, etc).
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- Hireling system, for adding a class you don't have for a job, for a cut of the payout.
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- Training system, different tasks for different classes to boost skill levels.
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- Banking system to protect money and offer investment opportunities.
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- MVP: Only deposits/withdrawals.
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- Market system for purchasing weapons, cyberware, gear, etc from vendors and other players.
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- MVP: Only vendors.
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I would like to use php and javascript for the dev stack, with Tailwind version 4 for styliing. Database should be postgres. Let's put together a high-level overview of the project, with a rough outline of the development steps leading to the MVP stage.
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Notes/MVP Outline.md
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Notes/MVP Outline.md
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# Development steps to MVP (rough outline)
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## Phase 0 — Pre-production (1–3 days)
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- Define the 3 MVP classes: what skills matter, what gear matters
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- Define initial city districts/landmarks (pure flavor in MVP, but helps UI):
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- French Quarter, CBD, Garden District, Bywater, Ninth Ward, “The Sprawl”
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- Decide the pacing levers:
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- energy regen rate, job cooldown, training duration, job generation cadence
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## Phase 1 — Foundations (auth, layout, DB)
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- Bootstrap project (Laravel + Postgres + Tailwind v4 build)
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- Auth + basic account pages
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- Global layout + navigation + dark cyberpunk base styling
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- Seed tables: races, classes, skills
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**Deliverable:** register/login, create character, view character sheet.
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## Phase 2 — Core progression scaffolding
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- Energy system (regen, caps, spend/restore rules)
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- Skill system (levels/xp, modifiers via class/race)
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- Add initial items + vendors (even a tiny catalog)
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**Deliverable:** character can gain skills and buy items (even if items are “flat bonuses” initially.
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## Phase 3 — Mr. Johnson job system (the heart)
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- Job templates + job generator (daily refresh + per-player list)
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- Job acceptance + resolution (success chance formula)
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- Job outcomes: payout + xp + small chance of injury/penalty (optional MVP spice)
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**Deliverable:** playable loop: jobs → rewards → progression.
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## Phase 4 — Training
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- Training actions per class
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- Timed sessions (start now, finish later)
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- Resolution on completion (xp gain, maybe small failure chance)
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**Deliverable:** long-form progression path besides jobs.
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## Phase 5 — Hirelings (gap-filler)
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- Hireling catalog + purchase
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- Add hirelings to job run (affects success chance / unlocks tag requirements)
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- Profit cut applied on success
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**Deliverable:** jobs can require tags that the player can satisfy via hirelings.
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## Phase 6 — Banking + economy sanity
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- Deposit/withdraw UI + endpoints
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- Basic economic balance pass:
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- job payouts vs vendor pricing
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- early-game progression speed
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**Deliverable:** cash loop + safe storage.
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## Phase 7 — MVP hardening
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- Anti-cheat basics (server-side validation everywhere)
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- Rate limiting for actions
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- Logging + audit trail for money changes and job results
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- Basic admin screens for job templates/items/vendors
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**Deliverable:** MVP that won’t fall over the moment someone gets curious.
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Notes/MVP Phases/Phase 0 - Pre-production.md
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Notes/MVP Phases/Phase 0 - Pre-production.md
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# Phase 0 — Pre-production
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- Basic attributes for all classes:
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- Physical Attributes
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- Body (BOD): Measures physical health and resilience
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- Agility (AGI): Measures hand eye coordination, flexibility, nimbleness, and balance
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- Reaction (REA): Measures reflexes, awareness and response time
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- Strength (STR): Measures how strong you are
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- Mental Attributes
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- Willpower (WIL): Measures resistances and weariness from spellcasting.
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- Logic (LOG): Measures rational thought
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- Intuition (INT): Measures Instinct
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- Charisma (CHA): Measures force of personality, persuasiveness and charm
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- Special Attributes
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- Edge (EDG): Measures luck and provides temporary boosts
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- Essence (ESS): Measures just how Metahuman you still are
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- Magic (MAG): Measures a Mage or Adept's ability to cast and weave spells
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- Resonance (RES): Measures a Technomancer's ability to interface with the Matrix
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- Initiative (INI): Measures quickness in combat, based on REA and INT, modified by Edge, cyberware and gear.
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- Define the 3 MVP classes: what skills matter, what gear matters
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1. Street samurai
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- Focus on armed combat, heavy armor, and physical strength. Tank role.
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- Skills: Combat master, explosives, tactics
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- Gear: Swords, pistols, body armor
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- Attributes: High BOD, AGI, STR
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2. Mages
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- Focus on spellcasting, magical knowledge, and mana management. DPS role.
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- Skills: Spellcasting, assensing (seeing auras), summoning elementals
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- Gear: Swords, pistols, light armor
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- Attributes: High MAG, WIL, INT
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3. Shamans
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- Focus on spiritual guidance, nature magic, and healing. Support role.
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- Skills: Healing, nature magic, spirit communication
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- Gear: Totems, herbs, ritualistic clothing
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- Attributes: High WIL, CHA, INT
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- Define initial city districts/landmarks (pure flavor in MVP, but helps UI):
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1. French Quarter
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- Primary hub for social interactions, markets, and quests.
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- Landmarks: Jackson Square, St. Louis Cathedral, Bourbon Street, Tipatina's
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2. CBD
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- Business district with corporate offices, high-rise buildings, and upscale shops.
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- Landmarks: Hancock Whitney Center, Place St. Charles, Canal Street
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3. Warehouse District
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- Industrial area with docks, warehouses, and shady dealings.
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- Landmarks: Mardi Gras World, Fulton Street
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- Decide the pacing levers:
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1. Energy
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- Base energy: 100 points (modifialble by perks, items, etc, but locked to 100 for MVP)
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- Regen rate: 5 points per 5 minutes (fully regenerates in ~2 hours)
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2. Training duration
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- Short training: 15 minutes, +1 skill XP
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- Medium training: 1 hour, +3 skill XP
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- Long training: 4 hours, +10 skill XP
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3. Job generation cadence
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- New jobs generated every 30 minutes
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- Maximum of 3 active jobs at a time
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- Chance for a blind Johnson contact to appear at login or once every 24 realtime hours upon refresh (10% chance, based on clock time)
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- Offers a random high-risk, high-reward job outside normal rotation, 48 hour cooldown on failure
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4. Job cooldown
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- Job difficulty tiers:
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- Easy: 5-minute cooldown
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- Medium: 15-minute cooldown
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- Hard: 30-minute cooldown
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- Failure penalty: 15-minute additional cooldown on failed jobs at medium and hard tiers
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Notes/New Orleans in the Shadows Story Bible.md
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Notes/New Orleans in the Shadows Story Bible.md
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# New Orleans in the Shadows
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## Table of Contents
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- [Setting Overview](#setting-overview)
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- [Initial Prompt](Initial%20Prompt.md)
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- [MVP Outline](MVP%20Outline.md)
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- **MVP Phases**
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- [Phase 0 — Pre-production](MVP%20Phases/Phase%20-%20Pre-production.md)
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- [Phase 1 — Foundations (auth, layout, DB)](MVP%20Phases/Phase%20-%20Foundations%20(auth,%20layout,%20DB).md)
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- [Phase 2 — Core progression scaffolding](MVP%20Phases/Phase%20-%20Core%20progression%20scaffolding.md)
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- [Phase 3 — Mr. Johnson job system (the heart)](MVP%20Phases/Phase%20-%20Mr.%20Johnson%20job%20system%20(the%20heart).md)
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- [Phase 4 — Training](MVP%20Phases/Phase%20-%20Training.md)
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- [Phase 5 — Hirelings (gap-filler)](MVP%20Phases/Phase%20-%20Hirelings%20(gap-filler).md)
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- [Phase 6 — Banking + economy sanity](MVP%20Phases/Phase%20-%20Banking%20+%20%20economy%20sanity.md)
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- [Phase 7 — MVP hardening](MVP%20Phases/Phase%20-%20MVP%20hardening.md)
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## Setting Overview
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"New Orleans in the Shadows" is a cyberpunk RPG set in a dystopian future version of New Orleans, where magic and technology coexist. Players take on the roles of shadowrunners — mercenaries who undertake dangerous jobs for various clients, often involving corporate espionage, smuggling, and combat against both human and supernatural threats.
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