gdd:core:design_pillars

Design Pillars

This is the foundation of the game and should never change. The entire design should tie back to these pillars.

The overwhelming urge to explore new things and meet new people. Oh, and get loot! Don’t forget the loot!

Excitement, dread, and tension of encountering the unknown. No idea what dangers/rewards are out there.

Story Progression

Each person you meet or place you visit propels the story forward. It might be a lead in the main story or could simply be the beginning of the end of someone else's story.