DRIFTLANDS co-op survival on drifting tides — studio progress

Systems Design Phase Brief — Driftlands

Source: Director Panel at the Concept → Systems Design gate (2026-08-25, verdict CONCERNS — accepted with fixes).
This brief is binding guidance for /map-systems and every /design-system session this phase.

GDD Scope Discipline (Producer)

Full 8-section GDDs for exactly 5 MVP systems, in this dependency order:

Lightweight /quick-design one-pagers (rules + tuning + acceptance only): enemy AI/separation steering, player movement, inventory/hauling, save & persistence, camera, land templates, UI/HUD.

No documentation this phase: skill-drift, base-defense events, save-anyone-can-host (pre-blessed first-to-slip items — documenting them now is speculative work on planned cuts).

Tripwire: if full-GDD count exceeds 7, run /scope-check. Target: 5 GDDs + 7 quick-specs in 4–5 weeks.

GDD Line Items (Creative Director)

Technical Constraints (Technical Director)

All GDD authors must read Forbidden Patterns in .claude/docs/technical-preferences.md before writing — the confirmed netcode model (no rollback, no servers, no host migration, no offline simulation, no tide compensation) is binding on every system design.

Visual Constraints (Art Director)

The Tideline anchor in design/gdd/game-concept.md governs all visual language in GDDs. UI-heavy GDDs (base building, crafting) inherit "restrained core palette" by default until /art-bible formalizes UI language. Enemy/combat designs must pass the silhouette-first design test.

Scheduled External Task