simple-ars

byVincent “RedHatVince” Kinney

Ars goetia inspired demonic stick figure arpg

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System Requirements

System Requirement Document
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System Requirements Document for simple-ars

1. Introduction

The project "simple-ars" is an Ars Goetia-inspired demonic stick-figure action RPG (ARPG) designed for dedicated ARPG players, primarily targeting males aged 20 to 40 in the U.S. and U.K. The game aims to deliver a deep and satisfying core gameplay experience with robust systems for skills, loot, gear, and item drops. It emphasizes tremendous build expression, endless replayability, and a combat system that can range from weighty and chunky to extremely fast-paced.

2. System Overview

2a. Product Interpretation and Delivery Boundary

The game will be delivered as a custom UI experience, with a focus on creating a visually striking and immersive environment inspired by Ars Goetia demons rendered as stick figures. The game will feature distinct systems for skills, loot, gear, and item drops, each robust and well-executed. Seasonal content will be used to maintain balance and prevent rare drops from trivializing the game. The game will support a massive passive skill tree and individual skill trees for each ability, inspired by Path of Exile and Last Epoch, respectively. The primary audience is males aged 20–40 in the U.S. and U.K., and the game will be accessible without requiring identity continuity.

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2b. Source Content Inventory

Not applicable as no content source directive was provided.

2c. Page Content and Component Coverage

Landing

  • Information/State: Introduction to the Ars Goetia-inspired demonic stick-figure ARPG and its systems.
  • Primary Actions: Start game, view game features.
  • Components: Full-bleed 3D scene, floating glass panels.

Gameplay

  • Information/State: Player's combat sessions and progression loop.
  • Primary Actions: Engage in combat, manage progression.
  • Components: Combat interface, progression tracker.

Character

  • Information/State: Character creation and development.
  • Primary Actions: Create character, select species, race, origin, class, subclass, specialization.
  • Components: Character customization interface.

Passive Skills

  • Information/State: Allocation of level-up passive points.
  • Primary Actions: Allocate points, view skill tree.
  • Components: Massive passive skill tree interface.
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Ability Skills

  • Information/State: Configuration of each ability.
  • Primary Actions: Configure abilities, view ability skill trees.
  • Components: Ability skill tree interface.

Loot

  • Information/State: Obtaining and evaluating loot.
  • Primary Actions: Collect loot, evaluate items.
  • Components: Loot collection interface.

Gear

  • Information/State: Assembling and tuning gear and items.
  • Primary Actions: Assemble gear, tune items.
  • Components: Gear management interface.

Builds

  • Information/State: Assembling and refining builds.
  • Primary Actions: Assemble builds, refine combat strategies.
  • Components: Build assembly interface.

Seasons

  • Information/State: Seasonal content participation.
  • Primary Actions: Participate in seasonal events, track progression.
  • Components: Seasonal event interface.
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3. Functional Requirements

  • As a Player, I should be able to create and customize my character across species, race, origin, class, subclass, and specialization to ensure a unique build. (explicit)
  • As a Player, I should be able to engage in weighty and chunky combat that can become fast-paced with the right gear and skill tuning. (explicit)
  • As a Player, I should be able to allocate passive points in a massive skill tree to enhance my character's abilities. (explicit)
  • As a Player, I should be able to configure each ability through its dedicated skill tree for deeper customization. (explicit)
  • As a Player, I should be able to collect and evaluate loot, ensuring it remains distinct from gear and item management. (explicit)
  • As a Player, I should be able to assemble and tune gear and items separately from loot acquisition. (explicit)
  • As a Player, I should be able to assemble and refine builds that shape combat from weighty to fast-paced. (explicit)
  • As a Player, I should be able to participate in seasonal content to maintain progression and balance. (explicit)

4. User Personas

Player

  • Product Context: Engages with the game to create and control a character, develop a unique build, and participate in combat and seasonal content.
  • Primary Goal: To experience deep and satisfying gameplay with robust systems and endless replayability.
  • Distinct Responsibilities: Character creation, skill allocation, loot collection, gear tuning, build assembly, and seasonal participation.
  • Interactions: Engages with various game systems to customize and progress their character.
  • Observable Success: Achieves a unique and powerful build, participates in seasonal content, and experiences varied gameplay.

5. Core User Flows

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5.1 Character Creation and Development

  1. Start: Player accesses the Character page.
  2. Action: Player selects species, race, origin, class, subclass, and specialization.
  3. Result: A unique character build is created.
  4. Next Step: Player proceeds to Passive Skills page.

5.2 Combat Engagement

  1. Start: Player accesses the Gameplay page.
  2. Action: Player engages in combat using their character's abilities.
  3. Result: Combat session is completed, and progression is tracked.
  4. Next Step: Player can choose to refine their build or engage in another session.

5.3 Skill Allocation

  1. Start: Player accesses the Passive Skills page.
  2. Action: Player allocates passive points in the skill tree.
  3. Result: Character abilities are enhanced.
  4. Next Step: Player can configure ability skills or return to combat.

5.4 Ability Configuration

  1. Start: Player accesses the Ability Skills page.
  2. Action: Player configures abilities through dedicated skill trees.
  3. Result: Abilities are customized for combat.
  4. Next Step: Player can engage in combat or adjust gear.
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5.5 Loot Collection

  1. Start: Player accesses the Loot page.
  2. Action: Player collects and evaluates loot.
  3. Result: Loot is added to inventory.
  4. Next Step: Player can tune gear or engage in combat.

5.6 Gear Tuning

  1. Start: Player accesses the Gear page.
  2. Action: Player assembles and tunes gear and items.
  3. Result: Gear is optimized for combat.
  4. Next Step: Player can refine builds or engage in combat.

5.7 Seasonal Participation

  1. Start: Player accesses the Seasons page.
  2. Action: Player participates in seasonal events.
  3. Result: Seasonal progression is tracked.
  4. Next Step: Player can continue seasonal activities or return to other gameplay elements.
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6. Visuals Colors and Theme

  • Muse: Gleb Kuznetsov
  • Palette:
    • Background: #000000
    • Surface: #1A1A1A
    • Text: #FFFFFF
    • Primary: #FF00FF
    • Accent: #00FFFF
    • Muted: #444444
  • Typography:
    • Headings: Space Grotesk — Wide, uppercase, tight tracking
    • Body: Orbitron
    • Scale: 1.5 modular, 72/48/32/24/18
  • Shape Language: Floating glass panels, thin luminous strokes, radial layouts
  • Layout: Full-bleed 3D scene with floating data panels and minimal UI
  • Motion: Continuous slow orbit/parallax, light sweeps and data streams

7. Signature Design Concept

A full-bleed hero with a dynamic 3D scene showcasing demonic elements, featuring floating glass data panels with light sweeps. Oversized, wide-spaced type acts as navigational elements, with electric magenta and cyan highlights responding to user interaction. Continuous slow orbit of elements conveys a sense of depth and immersion.

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8. Interaction Model & Motion Direction

  • Interaction Model: Animated
  • Motion Tempo: Cinematic
  • Hero Dimensionality: WebGL
  • Landing Hero Motion Brief:
    • Focal Subject: Demonic stick-figure elements in a 3D scene
    • Input→Transformation→Outcome: User interaction triggers light sweeps and data streams, enhancing the immersive experience
    • Motion Vocabulary: Slow orbit, parallax, light sweeps
    • Composed First Frame: A dark void background with electric magenta accents
    • Reduced-Motion State: Static panels with minimal motion

9. Non-Functional Requirements

  • Performance: The game must maintain a consistent frame rate to support fast-paced combat.
  • Scalability: Systems must handle a large number of concurrent players and seasonal content updates.
  • Accessibility: High contrast and clear typography must be maintained for readability.

10. Tech Stack

  • Frontend: React, WebGL/R3F for 3D scenes
  • Backend: Python/FastAPI
  • Storage: Appropriate database for player data and progression
  • Deployment: Docker, Kubernetes for scalable deployment
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11. Assumptions and Constraints

  • Assumption: Players are familiar with ARPG mechanics and systems.
  • Constraint: The game must adhere to the Ars Goetia-inspired demonic stick-figure theme.

12. Glossary

  • ARPG: Action Role-Playing Game
  • Build: A combination of character attributes, skills, and gear that defines a player's strategy
  • Loot: Items collected during gameplay that can be used or equipped
  • Passive Skill Tree: A system where players allocate points to enhance character abilities
  • Seasonal Content: Time-limited events that offer unique challenges and rewards

No completed page designs yet.

Completed design pages will appear here when they are ready to preview.

Landing: View game features
Landing: Start game
Character: Select species and race
Character: Choose class specialization
Passive Skills: Allocate passive points
Ability Skills: Configure ability trees
Gameplay: 1. Engage in combat
Gameplay: 2. Track progression
Loot: 3. Collect dropped loot
Loot: 4. Evaluate loot rarity
Gear: 5. Assemble equipped gear
Gear: 6. Tune item stats
Builds: 7. Assemble character build
Builds: 8. Refine combat strategy
Seasons: 9. Join seasonal event
Seasons: 10. Track seasonal progression

No completed page designs yet.

Completed design pages will appear here when they are ready to preview.

Landing: View game features
Landing: Start game
Character: Select species and race
Character: Choose class specialization
Passive Skills: Allocate passive points
Ability Skills: Configure ability trees
Gameplay: 1. Engage in combat
Gameplay: 2. Track progression
Loot: 3. Collect dropped loot
Loot: 4. Evaluate loot rarity
Gear: 5. Assemble equipped gear
Gear: 6. Tune item stats
Builds: 7. Assemble character build
Builds: 8. Refine combat strategy
Seasons: 9. Join seasonal event
Seasons: 10. Track seasonal progression