Decision backlog
Index, not a second source of truth. Resolve decisions in the linked canonical GDD/document. IDs are deterministic from source path and decision text.
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UsePlanning, dependency review, and implementation gates.
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Open decisions
| Decision ID | Category | Document | Section | Open question / unresolved statement |
|---|---|---|---|---|
TBD-7AFEC8AF | Design | GDD-SCOPE-CONSTRAINTS | Phase 3 — Live & polish | Map size: **[CONFIRMED]** large open world via World Partition. Exact km² is **[TBD]** — start small in Phase 1 and grow via streamed regions; do not author a huge map before the core loop is proven. |
TBD-3244215F | Design | GDD-SCOPE-CONSTRAINTS | Open decisions ([TBD]) | Open decisions ([TBD]) |
TBD-05F09983 | Gameplay | FEAT-PLAYER-CHARACTER | Component architecture | | Wetness (name **[TBD]**) | rain exposure, `WetAmount` on pawn / worn-held items — [11-Wetness-and-Rain.md](11-Wetness-and-Rain.md) | C++ | |
TBD-736B42FA | Gameplay | FEAT-PLAYER-CHARACTER | Player states & stances | Stances:** standing / crouched (prone is **[TBD]**). |
TBD-F357C30B | Gameplay | FEAT-COMBAT | Recoil & feedback | Strong hit feedback: hitmarkers, impact VFX/decals, **world blood splatter**, audio. Feedback quality is a pillar (readable combat). Persistent stains on gear/bodies and the local HUD blood overlay are specified in [10-Blood-Visual.md](10-Blood-Visual.md) — visual only; gameplay effects **[TBD]**. |
TBD-AB9ADBAC | Gameplay | FEAT-COMBAT | Networking notes | Anti-cheat sensitive: never trust client-reported hits/damage. **[TBD]** anti-cheat solution. |
TBD-A0EDF309 | Gameplay | FEAT-COMBAT | Implementation guidance | Back weapon slots 1–2** (inventory UI) are the holstered firearm/melee on the character back. Drawing them into hands is **[TBD]** (binds and combat component). |
TBD-22166F26 | Gameplay | FEAT-SURVIVAL | Tracked stats | [RECOMMENDATION]** keep v1 to these five. Additional needs (bleeding, infection, broken bones, energy/sleep) are **[TBD]** and best deferred — they multiply tuning and UI cost. |
TBD-09E62567 | Gameplay | FEAT-SURVIVAL | Status effects | Negative: bleeding, poisoned (e.g., from a spitter zombie), cold/overheated, well-fed-debuff-if-overeaten **[TBD]**. |
TBD-B410BD98 | Gameplay | FEAT-SURVIVAL | Day/Night & weather interaction | [RECOMMENDATION]** feed `WetAmount` into temperature (wet + cold is worse; fire/indoors dry faster). Modifier numbers are **[TBD]** in data. Do not treat fog/snow as wetness unless designed later. |
TBD-D3B5A614 | Gameplay | FEAT-SURVIVAL | Networking & persistence | [TBD]** whether stats decay while logged off. Default **[RECOMMENDATION]:** do not decay needs while offline (avoids logging in dead), but the world/base still exists and is raidable. |
TBD-C8CD7D71 | Gameplay | FEAT-SURVIVAL | Tuning | All rates (decay per minute, restoration amounts, penalty thresholds) live in data (curves/DataTables) for balancing without recompiling. Numbers are **[TBD]** until playtesting. |
TBD-44653A2D | Gameplay | FEAT-BUILDING | Build modes | 2. **Deployable mode:** place functional objects (door, storage box, crafting station, campfire/stove, sleeping bag/bed, workbench, turret **[TBD]**, traps). The workbench is both a crafting station and the **firearm customization** station ([09-Weapon-Customization.md](09-Weapon-Customization.md)); **anyone nearby** can use firearm work on it. |
TBD-0AF430AB | Gameplay | FEAT-BUILDING | Materials & upgrade tiers | Pieces are crafted from gathered resources and can be upgraded in tiers (e.g., **Twig → Wood → Stone → Metal → Armored**). Higher tiers have more HP and resist more raid damage. Tier list and HP values are **[TBD]**. |
TBD-5DED5913 | Gameplay | FEAT-BUILDING | Networking & persistence — [RISK] | Decide early: piece representation (actor vs ISM + data record), save schema, and relevancy strategy. **[TBD]** but must be solved in Phase 1 since everything else builds on it. |
TBD-213F0371 | Gameplay | FEAT-INVENTORY | Model — [CONFIRMED] SCUM-style worn containers + weight | Slot count and weight cap** both come from equipped containers (pockets, pants, jacket, vest, backpack, etc.). Removing a container that still holds items is refused until those items are moved or dropped (v1). Nested “items live inside the backpack item when unequipped” is the long-term SCUM target — **[TBD]** implementation after clothing-as-container instances exist. |
TBD-2E9E8882 | Gameplay | FEAT-INVENTORY | Equipment slots — [CONFIRMED] | | Head | Helmet / hat / eyewear **[TBD]** split | |
TBD-A00CA830 | Gameplay | FEAT-INVENTORY | Equipment slots — [CONFIRMED] | Body armor vs vest layering is **[TBD]**. Clothing that provides storage declares `ProvidedStorageSlots` + `ProvidedWeightCapacity` on the item definition. |
TBD-BC8D8365 | Gameplay | FEAT-INVENTORY | Player inventory UI — [CONFIRMED] | Use quick slots:** player-assigned references to items **already in inventory** (consumables, medical, tools, building hammer, etc.). Using a quick slot consumes/uses that inventory stack; it does not create a separate stash. Count: **8** — **[RECOMMENDATION]**. Keyboard binds for use (e.g. 3–0) are **[TBD]**; combat draw of back weapons 1–2 is **[TBD]** in [03-Combat-System.md](03-Combat-System.md). |
TBD-FE035DEC | Gameplay | FEAT-INVENTORY | Player inventory UI — [CONFIRMED] | v1 interaction:** click a use-quick or back slot, then click an inventory cell (or the reverse) to assign. Drag-and-drop is **[TBD]**. |
TBD-8D1DFD99 | Gameplay | FEAT-INVENTORY | Item definition (data-driven) | | Durability | **[CONFIRMED]** for firearms and tools; armor still **[TBD]**. No dirt meter — [09-Weapon-Customization.md](09-Weapon-Customization.md). Visual `BloodAmount` on instances: [10-Blood-Visual.md](10-Blood-Visual.md). Visual `WetAmount` on worn/held instances: [11-Wetness-and-Rain.md](11-Wetness-and-Rain.md) | |
TBD-B21A1125 | Gameplay | FEAT-CRAFTING-PROGRESSION | Open questions to resolve before building ([TBD]) | Open questions to resolve before building ([TBD]) |
TBD-1E39B77C | Gameplay | FEAT-CRAFTING-PROGRESSION | Open questions to resolve before building ([TBD]) | Buff content:** flat stat boosts? new passive? Crafting/efficiency bonus? Define a buff catalog. **[TBD]**. |
TBD-CB34DAFF | Gameplay | FEAT-CRAFTING-PROGRESSION | Open questions to resolve before building ([TBD]) | Stacking & caps:** can a player hold many permanent buffs? Is there a cap to prevent runaway power? **[TBD]** — important for balance. |
TBD-BCAE2104 | Gameplay | FEAT-CRAFTING-PROGRESSION | 4. Phase 2 learn-by-doing skills — [CONFIRMED] | Skills are confirmed for Phase 2 onward, after the Phase 1 vertical slice proves the core loop. They improve through relevant activity use, not through a global XP level. Effects are intentionally qualitative until playtest tuning; exact formulas, level caps, XP curves, thresholds, and numeric bonuses are **[TBD]**. |
TBD-D529CBF1 | Gameplay | FEAT-CHARACTER-CREATION | What the player can customize — v1 — [CONFIRMED] | There is **no face morph and no body scaling** in v1. Skin/eye use pickers, not swatch data assets. Additional options (facial hair, tattoos, starting outfit, etc.) are **[TBD]**. |
TBD-C1BB8EDA | Gameplay | FEAT-CHARACTER-CREATION | Barber / later editing — [CONFIRMED] | [TBD]** (owner call): whether using the barber **costs resources** beyond the scissor gate, and **where** stations are available (craftable/placeable in a base vs. only at safe zones / a starting hub). |
TBD-A1E93CDD | Gameplay | FEAT-CHARACTER-CREATION | Open items — [TBD] (owner decisions; do not guess) | Open items — [TBD] (owner decisions; do not guess) |
TBD-F2319BE6 | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Weapon Customization (Workbench & Field) | Firearms can be customized with attachments, loaded like a Tarkov-style magazine/chamber loop, repaired, and (later) adjusted. All of this is **server-authoritative**. Numeric tuning (times, jam chances, stock stat curves) is **[TBD]** — do not invent values in implementation. |
TBD-39DD8CFE | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Station — [CONFIRMED] | Workbench is still a player-placed deployable (see [05-Building-System.md](05-Building-System.md)). World-placed benches are **[TBD]** and are not required for this feature. |
TBD-16DB8041 | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Where actions happen — [CONFIRMED] | | Repair durability | **[TBD]** whether field repair is allowed; workbench is the default place to apply a repair kit / salvage parts | Yes | |
TBD-24441807 | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Where actions happen — [CONFIRMED] | Install/remove **always requires a tool item in inventory** (field and bench). Exact tool item is **[TBD]** (e.g. screwdriver / multi-tool). |
TBD-B9481800 | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Interruption — [CONFIRMED] | Timed bench (or field) actions are **channels**. If the player **moves, takes damage, or dies**, the channel **cancels**. Consumed time is lost; **materials/tools are not consumed** (returned / never deducted). Exact channel durations are **[TBD]**. |
TBD-911C46EA | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Compatibility — [CONFIRMED] rule, catalog [RECOMMENDATION] | Per-attachment and per-weapon **allowed family / allowed items** live in data. Exact pairing tables are **[TBD]**. |
TBD-511DC680 | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Magazines & ammunition (Tarkov-like) — [CONFIRMED] | Mixed ammo types in one mag are allowed** if each type is **compatible with that mag** (typically same caliber, different projectile). Incompatible caliber/family cannot be inserted. Which types a mag accepts is data **[TBD]**. |
TBD-DFDF025B | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Magazines & ammunition (Tarkov-like) — [CONFIRMED] | Fire order** when mixed (which round is chambered next) is **[TBD]**. Do not assume a formula until decided. |
TBD-6E2D4448 | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Chamber and bolt — [CONFIRMED] design | Removing the mag can leave **one round in the chamber**. Exact per-weapon bolt types (closed bolt, break action, etc.) are **[TBD]** per firearm. |
TBD-D0682A36 | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Laser / light — [CONFIRMED] | Toggle** on/off (input **[TBD]**). |
TBD-11668480 | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Laser / light — [CONFIRMED] | When on, it **makes zombies more likely to detect / aggro** the user. Exact detection bonuses are **[TBD]**. |
TBD-17D81164 | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Stock length — [CONFIRMED] (Phase 2+) | Curves and magnitudes are **[TBD]**. Collapsed size / holster profile is **not** confirmed (do not implement concealment-size rules unless added later). |
TBD-500D8D01 | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Repair & salvage — [CONFIRMED] rule, yields [TBD] | Repair & salvage — [CONFIRMED] rule, yields [TBD] |
TBD-13D135A4 | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Repair & salvage — [CONFIRMED] rule, yields [TBD] | Gun repair kit** restores durability. Amount per use **[TBD]**. |
TBD-4AF8CE2A | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Repair & salvage — [CONFIRMED] rule, yields [TBD] | A firearm can be **salvaged into parts for that weapon family** (e.g. break down an AR-family gun → AR parts). Salvage **destroys** (or consumes) the donor weapon. Part types, quantities, and whether attachments on the donor drop separately are **[TBD]** — **[RECOMMENDATION]:** drop/uninstall attachments before or as part of salvage so they are not silently deleted. |
TBD-84D45198 | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Repair & salvage — [CONFIRMED] rule, yields [TBD] | Repair consumes **kit and/or matching family parts**. Mixing kit vs parts in one repair action is **[TBD]**. |
TBD-8EF6FAED | Gameplay | FEAT-WEAPON-CUSTOMIZATION | Open questions still [TBD] | Open questions still [TBD] |
TBD-F1C301FF | Gameplay | FEAT-BLOOD-VISUAL | Blood Visual (Stains, World Feedback, HUD) | Visual blood only. It does **not** change combat, survival, stealth, or other gameplay in this spec. Any future gameplay use of blood is **[TBD]**. |
TBD-F59E46B2 | Gameplay | FEAT-BLOOD-VISUAL | Mesh stain — material contract — [CONFIRMED] | MID applies that scalar to the mask. Exact **parameter names** are **[TBD]** (technical art). |
TBD-F3FE1695 | Gameplay | FEAT-BLOOD-VISUAL | What can stain (victim and bystanders-on-body) — [CONFIRMED] | Their **outer worn clothing** can stain. Which slot is “outer” is **[TBD]** until clothing layers are designed; do not implement a layer-priority table yet. |
TBD-C08B2255 | Gameplay | FEAT-BLOOD-VISUAL | Accumulation — [CONFIRMED] rules, numbers [TBD] | Accumulation — [CONFIRMED] rules, numbers [TBD] |
TBD-41EE1BE1 | Gameplay | FEAT-BLOOD-VISUAL | Wash — [CONFIRMED] intent, not this slice | Until a wash system exists, `BloodAmount` **stays**. Wash interaction, whether rain reduces blood, and whether wash is channeled are **[TBD]**. `WetAmount` is independent and must not clear blood by existing. |
TBD-F1BF62F7 | Gameplay | FEAT-BLOOD-VISUAL | Networking, inspect, save — [CONFIRMED] | Whether **AI** blood (zombie/boss/animal) is written into world persistence or only lives on the actor until despawn is **[TBD]**. |
TBD-ED42A3B4 | Gameplay | FEAT-BLOOD-VISUAL | Local HUD overlay — [CONFIRMED] existence, tuning [TBD] | Local HUD overlay — [CONFIRMED] existence, tuning [TBD] |
TBD-36C697D4 | Gameplay | FEAT-BLOOD-VISUAL | Local HUD overlay — [CONFIRMED] existence, tuning [TBD] | Duration, intensity vs damage, and exactly which events spawn it (incoming damage, camera-facing splatter, melee swing, combinations) are **[TBD]**. Do not copy a third-party vignette curve. |
TBD-7D05EEB5 | Gameplay | FEAT-BLOOD-VISUAL | Gameplay — [TBD] | Gameplay — [TBD] |
TBD-B72E507D | Gameplay | FEAT-BLOOD-VISUAL | Open questions still [TBD] | Open questions still [TBD] |
TBD-EF9CD03F | Gameplay | FEAT-WETNESS-RAIN | Wetness and Rain | Blood is a separate scalar.** Being wet does not replace `BloodAmount`. Rain washing blood off is still **[TBD]** in [10-Blood-Visual.md](10-Blood-Visual.md). |
TBD-F25E7CF5 | Gameplay | FEAT-WETNESS-RAIN | Layers — [CONFIRMED] | | **World rain** | Server weather: rain on / rain off (and intensity). Particles, wet ground, audio. | Session weather state; exact cycle **[TBD]** | |
TBD-5977DEBB | Gameplay | FEAT-WETNESS-RAIN | Layers — [CONFIRMED] | | **Local HUD** | Optional wet-lens / droplets on the **local player's** screen | Fades; not shown to other players. Existence **[RECOMMENDATION]**; tuning **[TBD]** | |
TBD-D4F88E5F | Gameplay | FEAT-WETNESS-RAIN | Exposure — [CONFIRMED] rules, numbers [TBD] | Exposure — [CONFIRMED] rules, numbers [TBD] |
TBD-F339EADE | Gameplay | FEAT-WETNESS-RAIN | Exposure — [CONFIRMED] rules, numbers [TBD] | 1. Server weather is raining (intensity above a **[TBD]** threshold). |
TBD-AFC70E35 | Gameplay | FEAT-WETNESS-RAIN | Exposure — [CONFIRMED] rules, numbers [TBD] | 3. The pawn is not in a **[TBD]** exception (e.g. fully enclosed vehicle — treat as shelter **[RECOMMENDATION]** once vehicles exist). |
TBD-2704ABD6 | Gameplay | FEAT-WETNESS-RAIN | Exposure — [CONFIRMED] rules, numbers [TBD] | Authored interiors / overhangs that the world marks as covered (trace or volume — **[TBD]** technical). |
TBD-AA347144 | Gameplay | FEAT-WETNESS-RAIN | Exposure — [CONFIRMED] rules, numbers [TBD] | While rain-exposed, `WetAmount` **increases** toward a ceiling (treat cap as **1.0** unless decided otherwise). Rate vs rain intensity is **[TBD]** — do not invent a curve in this doc. |
TBD-197DD0B7 | Gameplay | FEAT-WETNESS-RAIN | Exposure — [CONFIRMED] rules, numbers [TBD] | While **not** rain-exposed, `WetAmount` **dries** toward 0. Dry rate, heat-source speed-up (fire, indoor warmth), and wind are **[TBD]**. |
TBD-3A15989D | Gameplay | FEAT-WETNESS-RAIN | Mesh wetness — material contract — [CONFIRMED] | Look: darker / higher gloss / wet sheen. Exact **parameter names**, roughness/albedo mapping, and drip VFX are **[TBD]** (technical art). |
TBD-3BFABE08 | Gameplay | FEAT-WETNESS-RAIN | What gets wet — [CONFIRMED] | Outer worn clothing** — which slot is “outer” is **[TBD]** until clothing layers are designed (same open question as blood). |
TBD-AC431499 | Gameplay | FEAT-WETNESS-RAIN | What gets wet — [CONFIRMED] | Zombies, bosses, and animals** use the same pawn `WetAmount` contract when rain-exposed (visual only in v1). Whether AI wetness is saved across restart is **[TBD]** (same class of question as AI blood). |
TBD-2569EDA0 | Gameplay | FEAT-WETNESS-RAIN | Water that is not rain — [TBD] | Water that is not rain — [TBD] |
TBD-058642C4 | Gameplay | FEAT-WETNESS-RAIN | Gameplay — [RECOMMENDATION] temperature, rest [TBD] | Gameplay — [RECOMMENDATION] temperature, rest [TBD] |
TBD-76303B05 | Gameplay | FEAT-WETNESS-RAIN | Gameplay — [RECOMMENDATION] temperature, rest [TBD] | [RECOMMENDATION]** wetness **feeds temperature** (wet + cold exposure is harsher; drying near fire is safer). Survival already names wet/cold; this is the rain hook. Exact modifiers are **[TBD]** and live in data. See [04-Survival-System.md](04-Survival-System.md). |
TBD-5AF4C1E3 | Gameplay | FEAT-WETNESS-RAIN | Gameplay — [RECOMMENDATION] temperature, rest [TBD] | Waterproof clothing / rain gear: **[TBD]**. Do not assume a waterproof flag until designed. |
TBD-1D59A6EC | Gameplay | FEAT-WETNESS-RAIN | Open questions still [TBD] | Open questions still [TBD] |
TBD-3F488204 | World | FEAT-WORLD-DESIGN | Structure — [CONFIRMED] | [CONFIRMED]** large target; **[TBD]** exact size. **Build small first** (one dense region) and expand via streamed regions / **Data Layers**. Do not author a giant map before the core loop is proven (see [../00-Overview/02-Scope-and-Constraints.md](../00-Overview/02-Scope-and-Constraints.md)). |
TBD-9516DAAF | World | FEAT-VEHICLES | Vehicle types — [RECOMMENDATION] (final list [TBD]) | Vehicle types — [RECOMMENDATION] (final list [TBD]) |
TBD-2E642202 | World | FEAT-VEHICLES | Systems | Ownership / theft:** **[TBD]** — can anyone drive any vehicle? Lock/key system? Default **[RECOMMENDATION]:** vehicles are stealable if left unattended (tension), with optional lock built/crafted. |
TBD-8871D86E | World | FEAT-VEHICLES | Systems | Persistence:** **[TBD]** — do vehicles persist across server restarts and where? This intersects the persistence backend (see [../04-Multiplayer/01-Network-Architecture.md](../04-Multiplayer/01-Network-Architecture.md)). |
TBD-DDED8068 | Enemies | FEAT-ZOMBIE-DESIGN | Zombie roster — [RECOMMENDATION] (final roster [TBD]) | Zombie roster — [RECOMMENDATION] (final roster [TBD]) |
TBD-C5A45C93 | Enemies | FEAT-ZOMBIE-DESIGN | Spawning & density | Dynamic horde events** — [CONFIRMED as zombie role]: periodic roaming hordes / surge events that create emergent pressure and pull players (and PvP) together. Triggered by timers, noise, or activity. Event design/cadence is **[TBD]**. |
TBD-9E8744F4 | Enemies | FEAT-BOSS-ZOMBIES | Boss tiers — [CONFIRMED concept], values [TBD] | Boss tiers — [CONFIRMED concept], values [TBD] |
TBD-2975385F | Enemies | FEAT-BOSS-ZOMBIES | Boss tiers — [CONFIRMED concept], values [TBD] | Number of bosses per tier, exact stats, and arena locations are **[TBD]**. v1 ships **one** boss to prove the loop; expand in Phase 2. |
TBD-968BFF84 | Enemies | FEAT-BOSS-ZOMBIES | Rules to finalize before implementation ([TBD]) | Rules to finalize before implementation ([TBD]) |
TBD-1638DBC8 | Enemies | FEAT-BOSS-ZOMBIES | Encounter design | Mechanics:** bosses need readable, learnable mechanics beyond "big health bar" — telegraphed heavy attacks, weak-point windows, adds (summoned zombies), arena hazards. Specific movesets **[TBD]**. |
TBD-250CE380 | Enemies | FEAT-BOSS-ZOMBIES | Encounter design | Spawn/respawn:** bosses spawn at fixed lairs on a cooldown, or via a trigger/summon item **[TBD]**. |
TBD-49814AD4 | Multiplayer | TECH-NETWORK-ARCH | Persistence backbone — [RISK], design [TBD] | Persistence backbone — [RISK], design [TBD] |
TBD-ED4CE1CC | Multiplayer | TECH-NETWORK-ARCH | Persistence backbone — [RISK], design [TBD] | Open decision [TBD]:** persistence technology. Options to evaluate: |
TBD-4AB0D006 | Multiplayer | TECH-NETWORK-ARCH | Connectivity & ops (later phases) | Anti-cheat:** **[TBD]** solution (EAC/BattlEye/other). Server authority is the first line; a dedicated anti-cheat is needed before/at launch given full-loot stakes. |
TBD-22AFB232 | Multiplayer | TECH-SERVERS-HOSTING | Server configuration — [RECOMMENDATION] | Rules: PvP on/off zones **[TBD]**, raid windows **[TBD]**, offline-raid protection **[TBD]**. |
TBD-B154BC8F | Multiplayer | TECH-SERVERS-HOSTING | Wipes — [RECOMMENDATION] | Persistent survival servers typically need periodic **wipes** (reset of bases/progress) to keep servers fresh and competitive and to bound save-data growth. Cadence (e.g., weekly/monthly), and what wipes (map vs. blueprints vs. nothing) is **[TBD]**. Decide before live, as it affects how "permanent" boss buffs and progression feel. |
TBD-E383F683 | Multiplayer | FEAT-CLANS-SQUADS | Squads (small, tactical) | Small group (size **[TBD]**, e.g., 4–6) for playing together right now. |
TBD-6D528A5B | Multiplayer | FEAT-CLANS-SQUADS | Squads (small, tactical) | Friendly identification:** squadmates shown on HUD/markers; reduced/disabled friendly-fire **[TBD]** (full-loot games sometimes keep FF for realism — decide deliberately). |
TBD-267C7F14 | Multiplayer | FEAT-CLANS-SQUADS | Squads (small, tactical) | Squad utilities:** map pings, voice/text **[TBD]**, shared respawn at squad beds, downed-revive **[RECOMMENDATION]**. |
TBD-B63AF720 | Multiplayer | FEAT-CLANS-SQUADS | Ownership & permissions model | Permission granularity (build vs. door vs. storage vs. anchor management) is **[TBD]** but should be role-based for clans. |
TBD-CD2B17B1 | Multiplayer | FEAT-CLANS-SQUADS | Friendly fire & griefing — [TBD] | Friendly fire & griefing — [TBD] |
TBD-CD5F5B10 | Multiplayer | FEAT-PVP-RAIDING-TRADING | PvP | Open PvP** in the world (no global safe-zones by default; safe-zone areas are **[TBD]**). |
TBD-D1A0952D | Multiplayer | FEAT-PVP-RAIDING-TRADING | PvP | [TBD]:** friendly fire rules within squad/clan (see [03-Clans-and-Squads.md](03-Clans-and-Squads.md)); any reputation/karma system (default: none — pure sandbox). |
TBD-C0F8D844 | Multiplayer | FEAT-PVP-RAIDING-TRADING | Raiding — [CONFIRMED] full raiding | Breaching:** structural pieces have HP and material tiers; raid tools (explosives, cutting tools, melee on weak sides) deal damage to break in. Tool/cost balance is **[TBD]** but is the central raid-economy lever. |
TBD-51059415 | Multiplayer | FEAT-PVP-RAIDING-TRADING | Raiding — [CONFIRMED] full raiding | Defense:** wall tiers, layered bases, doors/locks, traps, turrets **[TBD]**, and active defense by the owners/clan. |
TBD-68EA42CB | Multiplayer | FEAT-PVP-RAIDING-TRADING | Offline raiding — [TBD] (important) | Offline raiding — [TBD] (important) |
TBD-58AF0E3D | Multiplayer | FEAT-PVP-RAIDING-TRADING | Server-authority & anti-cheat | Full-loot + raiding makes cheating extremely damaging to the community — anti-cheat (**[TBD]** solution) is required before launch. |
TBD-70F45844 | Technical | TECH-STACK-ENGINE | Gameplay Ability System (GAS) — [RECOMMENDATION], decision [TBD] | Gameplay Ability System (GAS) — [RECOMMENDATION], decision [TBD] |
TBD-8A7EB91E | Technical | TECH-STACK-ENGINE | Persistence backend — [TBD] | Persistence backend — [TBD] |
TBD-8F105DD1 | Production | PIPE-PROJECT-SETUP | 2. Decide & clean remaining template content | `Content/ThirdPerson/`, `Content/LevelPrototyping/`, `Content/Characters/`, `Content/Input/`, `Content/Collections/` are template content. Decide per folder: reuse (relocate under `Content/Lambeer/`) or remove. **[TBD]** per folder — keep only what serves Lambeer. |
TBD-6C7E3964 | Production | PIPE-PROJECT-SETUP | 4. Enable / confirm plugins | GameplayAbilities** — only if GAS is adopted ([01-Tech-Stack-and-Engine.md](01-Tech-Stack-and-Engine.md), **[TBD]**). |
TBD-BFF08134 | Art & Audio | ART-DIRECTION | Performance budget — [RISK], targets [TBD] | Performance budget — [RISK], targets [TBD] |
TBD-1A882597 | Art & Audio | ART-DIRECTION | Asset standards | Texture budgets, poly/Nanite guidelines, and material complexity limits are **[TBD]** — define an art bible during pre-production. |
TBD-294FD0B7 | Art & Audio | ART-DIRECTION | Asset standards | Melee weapons, tools, clothing, player skin/hair, zombies, and bosses that should show persistent blood need a **per-mesh blood mask** and a MID scalar path. Unmasked meshes show no stain. Spec: [../01-Gameplay/10-Blood-Visual.md](../01-Gameplay/10-Blood-Visual.md). Parameter names **[TBD]**. |
TBD-DAFB6BB1 | Art & Audio | ART-DIRECTION | Asset standards | The same content family should expose a **wetness** MID scalar (`WetAmount` 0–1) so rain reads on skin, hair, worn clothes, and held gear. Unhooked meshes look dry. Spec: [../01-Gameplay/11-Wetness-and-Rain.md](../01-Gameplay/11-Wetness-and-Rain.md). Compose with blood; do not overwrite `BloodAmount`. Parameter names **[TBD]**. |
TBD-3B250903 | Art & Audio | AUDIO-DIRECTION | Open items — [TBD] | Open items — [TBD] |
TBD-53CBF9C1 | Art & Audio | AUDIO-DIRECTION | Open items — [TBD] | Voice chat (proximity vs. squad) — a big tension feature in survival games but adds infra; **[TBD]**. |
TBD-386ADAEB | Production | PIPE-ROADMAP | Roadmap & Milestones | A phased plan that de-risks the ambitious PvPvE-persistent design by proving the core loop before scaling. Phases gate each other — do not start a later phase until the prior phase's exit criteria are met. Calendar dates are intentionally omitted (**[TBD]** with the team's capacity); these are ordered milestones, not a schedule. |
TBD-E1A52F8B | Production | PIPE-ROADMAP | Cross-cutting (every phase) | Keep the GDD updated; resolve **[TBD]** items as they are decided and mark them **[CONFIRMED]**. |
TBD-37CEE59E | Production | PROD-RISK-REGISTER | Risk Register | | R6 | **Cheating** (severe in full-loot/raid games) | High | High | Server authority everywhere; lag-comp without trusting client; integrate an anti-cheat before launch (**[TBD]** solution). | |
TBD-9FC54C46 | Production | PROD-RISK-REGISTER | Top open decisions to resolve (gating) | These **[TBD]** items have outsized impact and should be decided before deep implementation: |
TBD-2C913437 | Project | PROJ-OVERVIEW | Conventions used in this GDD | [TBD]** — open question, not yet decided. Do not implement until resolved. |
No decisions match the current filters.