Game Design

Scope & Constraints

The honest scope assessment

Status: draftOwner: UnassignedUpdated: 2026-09-15

Production schedule — 2026-09-13: PIPE-ROADMAP now defines 32 focused phases (P00–P31). Phase 0/1/2/3 references retained in this document are legacy scope bands, not the new phase numbers. The owner confirmed limited-area core-loop proof before full-map expansion; see the roadmap for dependencies, audited status and remaining work.

Production context

Deprecated source referenceGDD/00-Overview/02-Scope-and-Constraints.md
Decision markersPhased delivery remains authoritative; map scale and delivery reconciliation are tracked in World Design.
Browser document roleThis standalone HTML file is authoritative; edit this file directly through the project workflow.

Verified implementation evidence

  • Not verified for this documentation pass.

Relationships

  • FEAT-WORLD-DESIGN — complete seven-settlement concept, provisional area allocation, and map-scale/phasing TBDs.
  • PIPE-ROADMAP — current phased production sequence.
Document contract coverage

Use these required Game Design areas during review. The HTML content below is authoritative; items not stated explicitly remain unresolved.

  • ReviewVision & Player Experience
  • ReviewCore Gameplay Loop
  • ReviewProgression / Meta Loop
  • ReviewMajor Mechanics
  • ReviewContent Taxonomy
  • ReviewSuccess / Failure States
  • ReviewAssumptions & TBDs

Authoritative project content

The honest scope assessment

[RISK] The chosen design — open-world, persistent, server-hosted, raidable PvPvE survival — sits in the most expensive genre to build and operate. Rust and DayZ are made by experienced teams over many years with dedicated server infrastructure and live-ops. For an indie team, the realistic path is a small map, a small player count, a tight feature set, and a phased rollout.

This document defines what is in v1 vs. deferred. The roadmap detail lives in ../07-Production/01-Roadmap-and-Milestones.md.

Hard constraints (fixed)

Constraint Value
Engine Unreal Engine 5.8
Primary language C++ (Blueprint allowed where appropriate — see ../05-Technical/02-CPP-and-Blueprint-Guidelines.md)
Client platform PC / Windows (Win64)
Server platform Linux dedicated server (MetaHuman plugins already enabled for Win64 + Linux)
Characters MetaHuman as the primary character pipeline
Networking Dedicated-server authoritative (not listen-server / P2P)
Player count target ~40–60 concurrent per server
Business model Buy-to-play (no power monetization)

Phasing strategy

To de-risk, systems are grouped. v1 must be a complete, fun, shippable loop even if small.

Phase 1 — Core vertical slice (must-have)

  • Third-person locomotion + camera (MetaHuman player).
  • Gun + melee combat, basic ballistics, ADS.
  • Firearm attachments (install/remove), Tarkov-like mag/chamber handling, replicated attachment meshes; durability + repair for guns/tools. Rail position and stock slider wait for Phase 2+. No dirt/cleaning system. See ../01-Gameplay/09-Weapon-Customization.md. Blood visuals: ../01-Gameplay/10-Blood-Visual.md. Rain wetness: ../01-Gameplay/11-Wetness-and-Rain.md.
  • 2–3 zombie types + 1 boss.
  • Full-sim survival stats.
  • Inventory + item system.
  • Free-form building (a minimal piece set: foundation, wall, floor, doorway, door, ceiling).
  • Crafting basics + the boss → component → weapon loop.
  • Dedicated server, small map, persistence of player + base state.
  • Squad system.

Phase 2 — Depth & social

  • Full zombie roster + more bosses + the permanent-buff system.
  • Clans.
  • Vehicles.
  • Weapon workbench depth: scope rail position, adjustable stock length.
  • Raiding tools + raid balancing.
  • Drop-trade interactions, larger map regions via World Partition Data Layers.

Phase 3 — Live & polish

  • Player-hosted server tooling.
  • Official server fleet + live-ops, anti-cheat hardening.
  • Content cadence (new bosses, regions, gear tiers).

Map size: [PROVISIONAL BASELINE] 100 km² open world via World Partition. The complete concept now contains one large city, two medium cities, four small starter towns, and a 20% island. TBD-WORLD-001 remains open: the 100 km² figure stays unlocked until a measured blockout. [CONFIRMED 2026-09-13 / 2026-09-15] Production proves the core loop in the fictional Kit Proof Town first, then expands to the complete map in P24–P26.

Constraints that shape design

Open decisions ([TBD])

These are not yet decided and must not be assumed during implementation:

  • TBD-WORLD-001 — final map footprint and exact boundaries/area allocations for the seven confirmed environment types.
  • TBD-3244215F — final weapon/item counts and remaining combat, survival, raid, and content tuning values.
  • Final client hardware, resolution, frame-rate, and dedicated-server performance targets.

HUD & UI scope — [CONFIRMED]

All player-facing screens and HUD states are designed across phases before their gameplay backend is necessarily complete. FEAT-HUD-UI is the presentation/navigation source of truth and targets FHD, 2K, 4K, 16:10, 21:9, and 32:9 using actual viewport-edge anchoring. A custom launcher/patcher is not included.

Agriculture, livestock and vehicle additions

Scope confirmed — 2026-09-13. Add agriculture and livestock systems, and expand vehicle customization with bumpers and protective exterior steel frames. This does not assign either new system to the P00–P20 core-slice gate.

Track scheduling in PIPE-ROADMAP; detailed decisions remain in each canonical system specification.