# Genre
## Prior discussion
> But, in a nutshell, if you can imagine a roguelike game where the upgrade system is built on zachtronics logic, and the gameplay is akin to a X survivors/20 minutes till dawn

[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1063114912118882424)

bullet heaven/roguelike

Very difficult

# Premise
## Prior discussion
> Your character is a moving turret in survivors type games

[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1063679159739621417)

> I want to do a fall from the top to the bottom and climb to the top and out sort of thing
The setting is already future dystopia

[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1122259852769640518)

[General plot discussion](https://discord.com/channels/749314018837135390/1063050222617509988/1063680866833944648)

## Premise spitballing

## Final Premise
### Setting
- Cyberpunk-esque
- Dystopian future
- Fight club in the future

### Vague Plot Outline
The player has a dystopian 1984-esque, job, you start to 'think different', you get kicked out of your house, you discover something hidden/evil, you get kicked down to 'the gulag'. As you progress, you get better and better. Ending should be brutal/bittersweet.

The player gets knocked down to the "under city", the older city that's been built over. The first layers are a combination of older/garbage tech, scrapped together from trash and leftovers. As you get higher, the tech/quality improves.

You escape the gray and murk, and you go to the green place. Associate green with classical music

Trees could be bridge between levels? Possibly sunlight?
Trees/nature could be valuable/sign of wealth. possibly currency?

#### Opposition
Corrupt Government/gangs/corrupted system and status quo

Fallout 4-esque bad guys. multiple orgs that exist because of the world, not one evil entity

### Progression
Not levels, arenas, sort of. Very large arena. Complete fighting to progress to next arena.

Each arena could take 0.5-2 hours to complete

10-30 hours for total playthrough

# Aesthetic
## Prior Discussion> Iso<br>
   3d in a fixed iso-ish camera<br>
   The artstyle would be pretty much Cloudpunk/Transistor with our own twists<br>

[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1063680514478837840)

> It's unapologetically cyberpunk themed
> With all the flavor that comes with that

[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1063710949518880839)

> Since we're doing a futuristic dystopian thing with skyscrapers above clouds and murky grey
I thought, man, wouldn't it be cool if this was kinda like bladerunner with necromunda tones<br>
To where, at a certain point in the game, you're dropped to the pre-city, which is old as balls
And people still live there and use a bunch of garbage old world

[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1122258872820842598)
   
## POV
Isometric top down, bouncy, dynamic camera

## Art Style 
Very pixellated - k9
Voxel/pixellated 
Cyberpunk
- What other games have a style that we can take inspiration from?
1. Transistor
2. Cloudpunk

## Music
#### Prior Discussion
> I need you to sit down and absorb yourself into the world of darksynth

> [Examples](https://discord.com/channels/749314018837135390/1063050222617509988/1082094124066414682)

> I had this idea where the soundtrack across the game as a whole gets a little bit more acoustic and classical to represent the escape from techno dystopia

[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1082093811808870450)

> [Sample](https://discord.com/channels/749314018837135390/1063050222617509988/1078184750117830708)

[k9](https://discord.com/channels/749314018837135390/1063050222617509988/1078184750117830708)

- Ping k9 for music talk
- Dynamic music generation?
- Classical music for more green

# Mechanics
## Prior discussion
>No, which is what makes it a survivors type game<br>
  You build the behavior of the gun<br>
> The gun shoots itself<br>
>  
  /by its own

[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1063678609082040381)

General discussion about modularity, weapons should have a small amount of modules, with a large number of combinations
[Source](https://discord.com/channels/749314018837135390/1063050222617509988/1121064670263001100)

## Weapons
- Modular weapons
- Upgrade/module station that you visit to change certain parts
- Changes like attaching a scope to your gun, or a silencer could be done on the fly
- Weapon scripting system? (every third shot, use modifier). Could also script tagalong buddy. *Should be flushed out later*
- Progress through tech eras

#### Modules
- Upgrade tree for the different categories from spending cash

### Weapon tiers
- Top level modifiers (silencer, scope)
- Modules (modify gun characteristics)
- Base (weapon that you find)

## Armor
- Shield generation
- Maybe attack/defense modules

## Death
Drop currency, a lot of guns and modules, everything respawns when you die. 

Eventually get booted back to the beginning

Possibly have persistent "revive" tokens?

Spend currency to get lives

# Modding
wasm?
whatever, we can look at this later

# Technical Stack
## Engine
- [x] Unity
- [ ] Unreal
- [ ] Gadot
- [ ] Engineless
- [ ] Other

## Source Control
- [x] Git (Github? Self hosted?) - Github
- [ ] Unity VCS
- [ ] Other

## Collaboration
- [x] Discord
- [x] Codecks
- [ ] Github Projects
- [ ] Trello

## Style/practices
- Code review - not necessary for now
- Unit testing - https://docs.unity3d.com/Manual/testing-editortestsrunner.html
- Style guide - Google's

## Documentation
- [x] Markdown folder, comments
- [ ] Google Docs
- [ ] Notion

# Leadership
stay flat rn

# Fox's input
- Gadot primarily, unity for the engine

# For next meeting
actually do stuff and make things