doc/design-balance-lore/design-gameplay.md
Contents
<!-- END doctoc generated TOC please keep comment here to allow auto update -->The player can interact with the game world in a huge number of ways, if there's something a survivor can do on their own in reality, they should be able to do it in the game. The game world is a huge uncaring machine, it doesn't react to the player's existence, it's just passively hostile. Generally speaking the player advances in capabilities by acquiring better equipment, learning things, practicing skills, and gaining allies.
DDA fully embraces the sandbox concept of gaming. There are goals in DDA, and stories and missions, but the only universal goal is survival.
Short-term objectives include obtaining gear and supplies, learning things, crafting items, helping fellow survivors and exploring.
Medium-term objectives include securing supply sources, establishing a base camp or base vehicle, recruiting NPC allies, joining a faction and clearing an area of enemies.
Long-term objectives include deeply customizing your base camp and/or vehicle, securing a large surplus of supplies, founding a faction and/or making a faction self-sufficient and defeating large groups of enemies.
This is an approximation, and does not describe the expected timeline from a player perspective, but rather the expected design structure. In other words, it should not be hard-coded that a given feature is only available on a given day, but rather, game design should make access to that feature require a particular time investment making it unlikely to obtain earlier.
Dev/balance notes:
The bottom lines is that there needs to be a ton of stuff to do and explore in the game, rather than the main game objective being to level up in large leaps and bounds. This playstyle depending on longer frames of time and things taking realistic periods to be built/developed depends heavily on things being automated, for example:
Some of these features already exist, or exist partially, at the time of this writing. More features in this vein will help to further capture this play speed.
Characterized by: Low to no transhuman/sci fi elements. Focus on food security and basic survival. Development of the skills and tools that change you from a "survivor" to a "Survivor". Little major role for factions or large groups of NPCs except as a backdrop. Many wandering NPCs that may be hostile, but aren't part of organized groups yet.
first couple days to at most first week.
Key events:
Dangers/threats:
Other Survivors/Factions:
Travel/Range:
Special notes:
From mid-spring to end of spring, year 1
Key Events:
Dangers/Threats:
Other Survivors/Factions:
Travel/Range:
End of spring to mid-to-late summer, year 1
Key events:
Dangers/Threats:
Other Survivors/Factions
Travel/Range
Mid-to-late summer to winter, year 1
Key Events:
Danger/Threats:
Other Survivors/Factions:
Travel/Range:
Key Events:
Dangers/Threats:
Other Survivors/Factions:
Side note:
Characterized by: Player beginning to adopt transhuman elements if desired. First serious raids to Facilities - labs, bunkers, military bases, and other 'dungeons' - become possible. Zombies "level up", so that you're facing not so much individual monsters as nemesis-level masters and their hordes. Other enemy factions (triffids, mycus, mi-go, others?) begin to expand as threats.
Side note: As this is a switch to a very different play style, it should be possible to start out in this phase with some scenarios.
Characterized by: Player has numerous transhuman elements and top-tier gear. A single player can probably take on even top-shelf zombies in large numbers, if they're smart about it. If the player has a faction or a community of their own, protecting that group is more the challenge than trying to survive themselves as they're basically a superhero. Earth becomes a battleground, with warring factions claiming most of the overmap.
Balance note: at no point should a player ever be able to simply wade into a horde of zombies without fear. Drive a tank, sure. Man a turret, perhaps. Walking into the crowd however should always be at least a last ditch fool's errand. Superhero, not demigod.
Side note: This shouldn't be something players can start in straight-away as the challenges of late game derive from things developed in the mid-game.