docs: Add comprehensive summary and documentation for "Project Void" game prototype, detailing all assets and systems

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Lefteris Notas
2026-05-21 22:33:20 +03:00
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@@ -200,3 +200,61 @@ See each individual document's **"Notes for Expansion"** section for system-spec
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*README v2.0 — Complete game prototype documentation for Project Void. See [GAMEINDEX.md](GAMEINDEX.md) for the master game structure reference.* *README v2.0 — Complete game prototype documentation for Project Void. See [GAMEINDEX.md](GAMEINDEX.md) for the master game structure reference.*
All tasks complete. Here's a summary of what was built:
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## Summary — "Project Void" Game Prototype Documentation
**21 files** in `docs/game/` documenting a complete psychological horror FPS prototype that covers all 135 framework Blueprint systems.
### Master Reference
| File | Lines | Content |
|------|:---:|---------|
| **GAMEINDEX.md** | ~450 | Master game structure — 170+ asset catalog, 135 system coverage map, 21-phase build order, full `Content/Game/` folder tree, scene flow diagram |
| **README.md** | ~180 | Updated to document all 21 files with index, build phases, folder structure |
### Core Systems (3 docs)
| File | Lines | Content |
|------|:---:|---------|
| `core-gameinstance.md` | ~120 | `GI_HorrorGame` — boot sequence, subsystem init, save slots, first-launch flow |
| `core-gamemode.md` | ~200 | `GM_HorrorGameMode` — spawn rules, death routing, void space branching, ending triggers, chapter transitions |
| `core-controller-state.md` | ~180 | `PC_HorrorController` + `PS_HorrorPlayerState` + `GS_HorrorGameState` — input, heartbeat haptics, sanity, fear, session data |
### Gameplay Systems (4 docs)
| File | Lines | Content |
|------|:---:|---------|
| `scene-flow.md` | ~350 | Complete scene flow — Splash → Menu → 7 gameplay levels → 3 endings → Credits, with pause/death/void branches |
| `playercharacter.md` | ~350 | `BP_HorrorPlayerCharacter` — 27 components, all input bindings with state gating, dispatcher wiring, health/stamina/stress triad |
| `levels.md` | ~400 | All 11 `.umap` levels — layout diagrams, placed assets, objectives per level, atmosphere config, dev sandbox |
| `ui-overrides.md` | ~350 | 8 `WBP_Game*` widgets — MainMenu, HUD, PauseMenu, Inventory, Journal, SplashScreen, DeathScreen, LoadingScreen with horror styling |
### Content Systems (5 docs + 4 existing)
| File | Lines | Content |
|------|:---:|---------|
| `items-index.md` | ~250 | All 13 `DA_Item_*` + 18 `BP_Pickup_*` — quick builds for ammo, shotgun, battery, adrenaline, sanity pill, crowbar, 3 keys, 2 documents, photo, void shard |
| `weapons-index.md` | ~250 | 4 held weapons — pistol (hitscan), shotgun (pellet spread + shell reload), flashlight (battery), crowbar (melee + pry) |
| `enemies-index.md` | ~300 | 3 enemy types (Patient, Orderly, Shade) + NPC Survivor — full AI controllers, behavior trees, blackboards, perception, behavior variants |
| `narrative-progression.md` | ~300 | 4 objectives, 4 dialogues, 2 cutscenes, 3 ending paths, lore system, ending accumulator evaluation formula |
### Polish & Systems (4 docs)
| File | Lines | Content |
|------|:---:|---------|
| `atmosphere-audio.md` | ~300 | 6 atmosphere profiles, MetaSounds bus hierarchy, 8 gameplay audio parameters, 6 scare events, light events, memory drift, pacing director |
| `save-checkpoints.md` | ~250 | Save slots, checkpoint flow, death → respawn, void space entry/exit, persistent corpses, world state recorder, run history |
| `polish-loading-credits.md` | ~250 | 6 tutorial triggers, loading screen with tips, credits, debug tools (11 cheats + 5-tab debug menu), analytics, error handler |
| `state-gating-examples.md` | ~250 | 15 game-specific gating rules, DA_StateGatingTable_Horror config, void space restrictions, GASP liaison, force stack/overlay examples |
### Existing Item Walkthroughs (unchanged)
- `item-flashlight.md` (411 lines)
- `item-pistol.md` (379 lines)
- `item-medkit.md` (197 lines)
- `item-keycard.md` (262 lines)
### Key Design Decisions
- **Framework separation**: All game content in `Content/Game/` — children of `Content/Framework/` classes, never modifying framework
- **All 135 systems covered**: Each framework system is demonstrated by at least one game asset (mapped in GAMEINDEX.md)
- **Horror-specific extensions**: Stress/sanity, void space, memory drift hallucinations, flashlight battery management, fear intensity scaling
- **21-phase dependency-safe build order**: Can implement incrementally, testing each layer before building the next