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Telecom Idle: Foundational Decisions Worksheet

Use this worksheet to lock in the vision and constraints before production begins. Each question is designed so you can answer inline (e.g., after the A: marker). Once filled, we can reference it to drive design, tooling, and scheduling decisions.

1. Vision & Pillars

  • Primary fantasy: What promise does the game make to the player? A: That they will see the number go up, where this number is the $ amount they earn. Smarter play should reward with the number going up faster.
  • Core pillars (max 3): What guiding principles must every feature support? A: Every step up in "tech level" e.g. stone tablets -> letters -> horse & cart -> telegraph etc should be better than the last, so each level feels like progress.
  • Differentiator: How does Telecom Idle stand apart from existing idle games? A: It doesn't - the purpose here is not to be a breakout game, but for me to learn how to use codex and have a game that I personally will enjoy playing.

2. Audience & Platforms

  • Target audience: Who are you building for (demographics, motivations, idle familiarity)? A: Me, who is familiar with idle games.
  • Primary platform(s): Web, mobile, desktop? Why this order? A: Desktop.
  • Session expectations: How long/often should players engage actively versus idle? A: There should mostly be something that could actively be done to speed things up, but waits of a couple of minutes with nothing that can actively speed things up is fine.
  • Accessibility goals: Any commitments for controls, color, language, or onboarding? A: No, game is just for me so this is less important.

3. Scope & Content Strategy

  • Initial launch scope: What is the minimum viable slice (eras, features, achievements)? A: Minimum viable is just a singular working era with one or two basic features.
  • Planned content cadence: How often do you expect to add new eras/systems post-launch? A: As often as you can make them
  • Live operations: Will you run events, seasonal content, or rolling resets? A: No
  • Narrative depth: Light flavor text, episodic stories, or deep lore? A: Light flavour text

4. Monetization & Pricing

  • Business model: Free-to-play with ads/IAP, premium purchase, hybrid? A: There is no monetization
  • Fairness philosophy: How do you protect against pay-to-win or paywalls? A: There is no monetization
  • Retention incentives: What hooks (daily bonuses, prestige rewards) align with the model? A: There is no monetization

5. Core Mechanics & Systems

  • Primary interaction loop: Describe the actions players repeat during active play. A: Buying upgrades, reallocating resources to optimize production, manually clicking to gain bonus production, handling equipment/items/set bonus.
  • Idle progression model: How will resources accrue while offline? Any caps or decay? A: No caps, no penalty for closing the game vs leaving it open.
  • Prestige/reset design: Will prestige exist, and what is the thematic justification? A: Eventually yes, but not in the first iteration
  • Era progression rules: What unlocks the next telecom era? A: Primarily a monetary goal to purchase or research the technology, but i am open to other resources being required.
  • Economy complexity: How many resources, currencies, or upgrade tracks at launch? A: Lets have a few, but not too many. Resources like $, people working, electricity etc.

6. Technology & Tooling

  • Game engine/stack choice: Engine, framework, or custom stack? Why? A: I have no preference
  • Backend needs: Any online services, syncing, account systems required? A: No accounts, local data store.
  • Build & deployment pipeline: How will you package, deploy, and update builds? A: Whatever the standard is for the engine/framework you choose as best suited
  • Analytics & telemetry: What data will you collect to tune progression? A: Technology research times, overall money earnt

7. Art, Audio & UX Direction

  • Visual identity: Desired style (retro pixel, flat UI, illustrative)? A: Relatively simple, but clear
  • UI priorities: What information must be surfaced front-and-center? A: Overall $, $ production rate, other resource count and production rate, overall bonuses
  • Audio strategy: Music, SFX, voice? What mood should they set? A: background on-hold style music
  • Branding assets: Logos, key art, marketing imagery requirements? A: Telephony based

8. Production & Team Structure

  • Roles & responsibilities: Who handles design, code, art, audio, QA? A: You do
  • External partners: Any contractors or marketplace assets planned? A:No
  • Decision cadence: How often will you review progress and adjust scope? A: I will manually test frequently
  • Risk management: Biggest unknowns and mitigation ideas? A: I don't know how good you are at making a game

9. Timeline & Milestones

  • Launch target: Desired release window or event? A: ASAP
  • Milestone roadmap: Prototype, alpha, beta dates? A: Depends how quickly you can code it
  • Buffer strategy: How much slack do you build into the schedule? A: N/A

10. Community & Marketing

  • Community channels: Where will you engage players (Discord, Reddit, etc.)? A: No community
  • Marketing beats: Planned announcements, devlogs, or trailers? A: No
  • Feedback loops: How will you gather and process player feedback? A: I will ask myself

Fill in each A: line with your answers. Once complete, share the updated file and we can start translating the decisions into design docs, technical plans, and production tasks.