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Canonical GDD content
These are touchstones for specific systems. The goal is not to clone any one of them, but to borrow proven solutions and avoid known pitfalls. Use this as a shared vocabulary during design discussions.
| Game | What we borrow | What we deliberately do differently |
|---|---|---|
| Rust | Free-form building, full-loot death, raidable persistent bases, player-hosted servers, gather→craft→fortify loop. | Third-person (Rust is first-person); boss-driven progression; smaller player counts. |
| DayZ | Full-sim survival (hunger/thirst/temperature), tension of trusting strangers, hardcore stakes. | More structured crafting/progression; building is core, not fringe. |
| SCUM | Inventory capacity comes from worn clothes/packs; character preview + holstered weapons; assignable use slots. | Weight + stack slots (no Tetris item shapes). UI chrome is Lambeer’s own. |
| State of Decay 2 | Third-person zombie survival feel, base management, readable third-person combat. | Multiplayer-first PvPvE and persistent shared world. |
| The Division (1/2) | Third-person over-shoulder + ADS gunfeel, gear tiers, cover-aware TPS camera. | Survival sim and free-form building layered on top. |
| V Rising | Boss hunts as progression spine (defeat boss → unlock crafting/abilities), clan/castle systems. | Modern post-apoc theme, gun+melee, full-sim survival. |
| Valheim | Approachable building, biome-gated progression, co-op base feel. | PvPvE with raiding; harsher death penalty. |
Key takeaways for Lambeer
- From Rust/DayZ: persistence + raiding + full-loot is the source of tension and the source of most engineering cost. Build the authoritative server backbone early.
- From V Rising: the boss → unlock loop is a clean, content-gated progression model — this maps directly onto our boss-component-crafting and permanent-buff design.
- From The Division/State of Decay: third-person ADS gunplay can feel great; invest in camera, aim assist tuning, and hit feedback.
- From SCUM: player inventory on the right is a set of equipment-provided containers, not one global bag; back holsters and use-quick slots are separate from those grids. See ../01-Gameplay/06-Inventory-and-Items.md.
- Universal pitfall to avoid: shipping a huge empty map. A small, dense, dangerous map beats a large empty one. See 02-Scope-and-Constraints.md.