9.6 KiB
BLUF: Below is a structured “Soul Doc” for your 1v1 real-time capture-the-flag game. It captures the aspiration, player promise, fantasy, pillars, core loops, the specific system beats you described (fog of war, jail/escort, pre-phase setup, motion lights, classes), plus the two unresolved design tensions: anti-turtling and fun flag recapture. I’ve kept it in “what” space (ideation). Any build/platform details are quarantined to an appendix.
Soul Doc: Neighborhood Quarterback (working title)
1) One-sentence identity
A fast, real-time 1v1 capture-the-flag game where you play the older kid quarterbacking a neighborhood crew, winning by commanding and anticipating under fog of war.
2) Player promise
You are the big kid who sees the whole field. You out-think and out-maneuver a rival captain by reading their setup, shaping the chaos, and calling the play that wins.
3) Fantasy and emotional target
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Fantasy: “I’m the captain who controls the tempo and makes the smart call.”
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Emotions to hit:
- Cleverness from being the older kid (pattern recognition, traps, misdirection)
- Tension of “kids out of bed” at night (risk, stealth, sudden exposure)
- Glee when a plan collapses into improv and you still pull it off
4) The hook
“StarCraft-style squad command at Rocket League pace, but it’s capture the flag in a suburban neighborhood at night, with a jail mechanic and motion lights.”
5) Design pillars (non-negotiables)
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Anticipation beats reaction
- Great players win by setting conditions, not by micromanaging panic.
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Information is the real resource
- Fog of war plus scouting creates mind games, not just execution checks.
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Misdirection is always viable
- Diversions, sacrifices, and feints are legitimate paths to advantage.
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Every match tells a story in 5 minutes
- Quick pre-phase, real-time game phase, immediate “what just happened” highlights.
6) Core verbs
- Command: assign routes, patrols, and intentions to five distinct kids.
- Anticipate: infer opponent roles, predict rotations, exploit timing windows.
7) Core loops
Loop for great players (the aspiration)
Plan → Perturb → Observe → Identify → Seize
- Plan: form a hypothesis about their defense/flag/jail placement and likely rotations.
- Perturb: poke or stage a feint to force information-revealing reactions.
- Observe: read movement, patrol patterns, light triggers, missing units.
- Identify: locate the weakness (gap, slow responder, overcommit, exposed jail path).
- Seize: commit to the play that wins (flag run, mass capture, or decisive diversion).
Loop for average players (still fun)
Poke → React → Scramble
- Poke creates action and chaos; scramble produces highlight moments.
- The game should reward graduating from scramble into intentional perturbation.
8) Match structure
Two phases, one match
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Pre-phase (fast):
- Choose team composition (roles/classes).
- Place your flag and jail.
- Optionally place limited defensive “reveals” (motion light concept).
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Game phase (real-time):
- Command five units to capture opponent flag while defending your own.
- Capture/jail mechanics create temporary numerical advantage and narrative momentum.
9) The play space
- Setting: a neighborhood block at night.
- Topology: streets and backyards, not a grid; shortcuts through some yards.
- Sides: two territories separated by a neutral zone.
- Readability: clearly legible lanes, chokepoints, and “exposure zones” (lit, open streets) vs “shadow zones” (backyard paths, cover).
10) Unit identity and roles
You control 5 kids, each with a clear job and counterplay.
Class archetypes (working)
- Sneak: excels at infiltration and flag running; fragile if caught.
- Patrol: excels at holding space and denying routes; strongest at defense and capture control.
- Speed: excels at rapid response, chasing, and quick pivots; enables aggressive tempo.
Team composition decision: You’re drafting a plan, not just picking stats.
11) Information and fog of war
Fog of war is the constraint that creates the mind game.
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You should never have perfect certainty.
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The player is rewarded for:
- inferring unseen rotations from partial signals
- forcing reveals through perturbations
- managing risk when committing to a run
Motion light concept (as an information tool)
A limited, placeable “reveal trigger” that:
- turns movement into a signal
- invites mind games (“trigger it on purpose” vs “avoid it entirely”)
- creates moments of panic and opportunity when it fires
12) Capture and jail: the match’s momentum engine
Captures are how you tilt the field before going for the flag.
Core concept
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Units can be captured and escorted to jail.
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Escorting creates tempo tradeoffs: you gain numerical advantage but spend time and attention.
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Abandonment en route is allowed, which creates:
- rescue plays
- bait plays
- risky overextensions
Desired emergent outcomes
- “I captured your fast kid, now you can’t respond to my flag run.”
- “I baited your patrol into an escort, then slipped my sneak through the yard gap.”
- “We fought over an escort path like it was its own objective.”
13) Flag play: make scoring common, make winning earned
Your stated preference is important: flags should be captured in most games.
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That implies:
- defense should be strong enough to create tension but not so strong it prevents scores
- matches should swing, not stalemate
The fun part is not “touch flag,” it’s what happens after
- escapes, chases, sacrifices, rescue missions, last-second interceptions
- “quarterback moments” where you win via anticipation and timing, not raw APM
14) Anti-turtling: forcing action without feeling artificial
You want a mechanic that prevents two players from playing too defensively.
Design intent (what it should feel like):
- Defensive play is valid, but pure turtling is strategically losing.
- The game gently but inevitably creates windows where someone must move.
Aspirational outcomes:
- Early probing is safe-ish and useful.
- Midgame pressure escalates.
- Endgame has a clear “someone’s about to break.”
(Implementation options are intentionally omitted here; see “Open Questions” for what you need it to accomplish.)
15) Recapture: making “the return trip” exciting
Recapturing a taken flag should be fun, not a reset-to-neutral chore.
Design intent:
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The moment the flag is taken, the game should enter a heightened state:
- clearer incentives
- sharper information plays
- dramatic chase and interception opportunities
Desired outcomes:
- “Turning the tables” stories: bait a greedy runner, spring a trap, flip momentum.
- A reason to keep playing aggressively even after conceding a grab.
16) Aesthetic and tone
- Visual identity: “backyard baseball meets satellite-map clarity,” with a tongue-in-cheek vibe.
- Tone: kids out of bed at night; playful rule-breaking, not grim violence.
- Silhouette readability: units and their roles must be immediately legible.
- Signature moments: motion light pops on, silhouettes scatter, a patrol cuts someone off at the curb.
17) Progression fantasy (non-monetized framing)
- Accolades and recognition: you become “the neighborhood legend.”
- Cosmetic identity: personalization and bragging rights (skins later).
- The progression should reinforce the fantasy of being the captain, not become a grind.
18) What the game is not (scope guardrails)
- Not a slow, methodical tactics sim.
- Not a deep narrative campaign.
- Not a base builder.
- Not a pure stealth game where contact is failure.
- Not a micro-heavy RTS where 200 APM is required.
19) Success criteria
When you watch a good match, you should be able to point to:
- a deliberate perturbation
- a clean read
- a decisive pivot
- a “quarterback call” that looks obvious in hindsight
When you watch an average match, you should still see:
- chaos that resolves into a story
- at least one flag touch
- at least one capture that mattered
20) Open questions (ideation-grade, not implementation)
These are the few decisions that most affect the soul:
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What is the anti-turtling pressure supposed to reward?
- scouting, tempo, map control, capture economy, or flag attempts?
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What is the “recapture fantasy”?
- dramatic chase, clever interception, coordinated ambush, or jail-break pivot?
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How swingy should matches be?
- If flags are often captured, what prevents the game from feeling coin-flippy?
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How many “signals” exist in the information game?
- If fog of war is core, what are the deliberate, learnable tells?
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What is the identity of each class in one sentence?
- The sharper these are, the more the “quarterback” fantasy lands.
Appendix: details you mentioned that are “how/build,” not “soul”
(Keeping them so they don’t get lost, but they’re not part of the ideation core.)
- View/camera specifics (2D isometric, zoom-to-unit)
- Input specifics (select then drag routes, patrol mode variants)
- Tooling/config emphasis for iteration and testing knobs
- Engine/platform targeting (Unity, iOS/Android/desktop)
If you want the next step: I’d compress this into a one-page internal pitch (still “what”), plus a 3–5 bullet marketing spine derived from the same pillars, without drifting into monetization or implementation.