Design Documentation Overview


Note

The exact content may not match up directly with what was built in game. This is strong reference and guidance but not gospel.

Serves as notes, information, and a pseudo GDD. Scale and depth of the project necessitates some broader direction.

| Enemies | - Enemy, boss, minion design decisions and focus.

| Itemization | - Itemization, and gear progression.

| Progression | - Personal player progression.

Pages are broken up into the core pillars of design based on our overall goals.


| Goals | - Short term goals

Our GDD will cover information on design philosophy, principles, and goals. Design elements, items, broad mechanics, and decision making on tooling can be found in their respective sections.

I've broken things off based on how I've grouped them up in the code, and when I tackle problems in relation to others.