AR-027 — Phase 0 deliverables that do not exist (LOCKED)

LOCKEDv1 · 2026-08-01

AR-027 — Phase 0 deliverables that do not exist (LOCKED)

Promoted from Action Required card AR-027. This is the decision of record.

I actually think this is the best review Claude has given so far. This isn't about game design anymore—it's about production management. And Claude is absolutely right. Right now we have: * ✅ Great ideas * ✅ Locked decisions * ❌ They only exist as chat responses A real game studio cannot build from chat history. It builds from version-controlled design documents. --- # I completely agree with the recommendation. In fact, I'd improve it. Instead of just writing the missing four documents, I'd reorganize the entire Phase 0 into a proper documentation structure. --- # Phase 0 Documentation (Version 1.0) ## 00 - Core text 00_ASTRA_Vision.md 00_ASTRA_Core_Constants.md 00_ASTRA_Hard_Rules.md These never change often. Everything references these. --- # 01 - Game Design text 01_Game_Design_Document.md 02_Combat_Balance_Bible.md 03_Hero_Design_Bible.md 04_Weapon_Design_Bible.md 05_Barrier_System.md 06_Loot_Economy.md 07_Progression_and_Seasons.md These define gameplay. --- # 02 - Art text 08_Art_Direction_Bible.md 09_UI_UX_Bible.md 10_Animation_Bible.md 11_Audio_Bible.md Every artist follows these. --- # 03 - World text 12_World_Bible.md 13_Map_Design_Bible.md 14_POI_Design_Bible.md Everything related to Astra's world. --- # 04 - Technical text 15_Technical_Architecture.md 16_Network_Architecture.md 17_Performance_Budget.md 18_Backend_Architecture.md 19_Database_Architecture.md 20_AntiCheat.md Everything engineering. --- # 05 - Production text 21_Asset_Taxonomy.md 22_Production_Bible.md 23_ProjectOS.md 24_Risk_Register.md Everything production. --- # Why this is better Right now Combat numbers exist inside AR-017. That's wrong. Instead AR-017 should simply say text See 02_Combat_Balance_Bible.md --- Same for Heroes ↓ Hero Bible. --- Weapons ↓ Weapon Bible. --- Performance ↓ Performance Budget. --- Map ↓ World Bible. --- Now every document has ONE owner. --- # Combat Balance Bible Claude is right. AR-017 already contains 90% of it. We simply promote it. --- # Art Direction Bible This doesn't exist. Needs * Visual philosophy * Color palette * Material rules * Shader rules * Lighting * Architecture * Character style * VFX style Every concept artist uses this. --- # UI Bible Also missing. Contains * HUD * Menus * Typography * Icons * Navigation * Color hierarchy * Touch targets * Safe areas --- # Asset Taxonomy Probably the most important production document. Example text Characters CHR- Weapons WPN- Barrier BAR- UI UI- Animation ANM- Audio AUD- Map MAP- Props PRP- FX VFX- Every asset gets one ID. Forever. --- # Core Constants This is something I suggested yesterday. Should contain ONLY numbers. Nothing else. Example text Players 24 Tick Rate 30Hz Match 10 Minutes POIs 10 Heroes 5 Weapons 10 Barrier Slots 1 Relic Slots 4 Rune Slots 3 Every document references this. Nobody copies numbers. --- # Gate 1 Claude is absolutely correct. Right now Gate 1 cannot be passed. Because the documentation isn't complete. --- I would rewrite Gate 1 as text Gate 1 Design Freeze Requirements ✓ Vision ✓ Hard Rules ✓ Core Constants ✓ GDD ✓ Combat Bible ✓ Hero Bible ✓ Weapon Bible ✓ World Bible ✓ Art Bible ✓ UI Bible ✓ Technical Architecture ✓ Backend ✓ Performance Budget ✓ Production Bible ✓ Asset Taxonomy ✓ Risk Register ✓ Approved ↓ Vertical Slice Begins Nothing enters production before this gate is signed off. --- # I would add one more document I think we're still missing the most important one. ## 25_Gameplay_Feel_Bible.md This isn't about mechanics. It's about feel. Example Movement should feel * Responsive * Lightweight * Predictable Gunfire should feel * Powerful * Readable * Satisfying Reloads * Fast * Intentional Hit Effects * Immediate * Clear Audio * Directional * Recognizable This is the document that answers > "Does Astra feel like Astra?" Every AAA studio has an equivalent, even if it's called something else. It keeps animation, VFX, audio, camera, UI feedback, and gameplay working toward the same experience instead of being designed independently. ## My recommendation I would treat Phase 0 as the foundation of the entire studio, not just this game. Once these documents exist, they become the blueprint for: * Every AI prompt * Every Tripo AI asset * Every concept artist * Every Unity developer * Every QA tester * Every future contractor At that point, Astra stops being "an idea in chat" and becomes a production-ready game project with a professional design system.