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Build first questline and hub NPC story beat #33

@JOY

Description

@JOY

Project: Second Spawn
Area: Design
Milestone: Vertical Slice
Priority: P1
Size: L
Review Gate: Local Review
Verification: Docs Lint, Unity Smoke

Source Docs

  • docs/design/29-alpha-questline-and-encounter-design.md
  • docs/design/35-alpha-content-and-copy-pack.md
  • docs/design/69-alpha-quest-tracker-and-objective-flow-design.md
  • docs/design/75-alpha-quest-state-and-data-contract.md
  • docs/design/77-alpha-focus-cast-outcome-reaction-matrix.md
  • docs/design/101-alpha-focus-npc-first-session-choreography.md
  • docs/design/127-alpha-location-naming-and-map-label-contract.md

Evidence Template

  • docs/playtests/_templates/first-questline-hub-story/README.md

Summary

Build the first player-facing questline around The Garden, the current inhabited body, TIME risk, SECOND consequence, Ash Underpass proof, and one grounded hub NPC story hook.

Scope

  • Use Check The Ash Underpass Signal as the first questline.
  • Keep the build cut to 3-5 playable steps if the full seven-step design is too large.
  • Include Mission Board inspection, one focus NPC dialogue hook, Body Hall or Clinic body check, Gate entry commitment, signal proof, extraction or push-deeper choice, and outcome report handoff.
  • Show TIME risk and SECOND reward or cost as player-facing consequence.
  • Keep current body language, not blank-avatar language.
  • Use The Garden, Ash Underpass, and current Dayton/Garden wording.
  • Route outcome reactions through accepted outcome or visible Garden memory state.

Acceptance Criteria

  • Questline has a concise written spec in docs/design.
  • Questline includes first hub, current body, TIME risk, SECOND consequence, and one focus NPC dialogue hook.
  • Questline can be cut to 3-5 playable steps without losing the body, mission, proof, extraction, and outcome arc.
  • NPC dialogue is grounded in body, Garden, route, mission, relationship, or accepted outcome context.
  • Player-facing copy does not use BodyTime, Relay Yard, respawn, or debug mission wording.
  • Unity, LLMs, and debug controls cannot own quest progress, proof, reward, body death, memory, or relationship state.
  • Evidence uses docs/playtests/_templates/first-questline-hub-story/.

Cut Line

Do not require the full quest framework, full boss fight, voice, facial animation, or final quest journal art before this spec is accepted. Keep the first proof to a player-readable questline and evidence handoff.

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    area:designGame design, economy rules, lore, and GDD workarea:unityUnity client, scenes, assets, or editor workflowenhancementNew feature or requestpriority:p1High priority for current milestonesize:lLarge task

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