starborn-trials-design

Overview

This document makes up the Starborn Trials Game Design Document which is the game prototype design used to inform implementation strategies for the architecture of Peligro Labs’ AetherCore game framework. This design document is open source and can its GitHub repository can be accessed here: Starborn Trials Design.

Starborn Trials Logo

Figure 1: Starborn Trials logo.

Table of Contents


1. Purpose of the Prototype

To begin construction of the AetherCore Game Framework, designed to power Quest for the Morningstar, Trinity Fighters, Cyber Surfers, and future titles by:


2. Genre & Core Loop

Genre: 2D top-down action RPG
Loop: Explore → Fight → Speak → Grow → Traverse


3. Core Systems for Prototype

System Details
Day / Night System Influences ambient creatures, combat difficulty, available quests
World Zoning (Octograph) World split into 8 navigable regions—each zone with unique traits
Enterable Buildings Scene transitions with persistence
Open World Map 2D tile-based with procedural map seeded per World-Server
World-Server Seed Logic Each server runs a persistent, procedurally-generated map until a scheduled “apocalypse”
Combat System Combo- and dodge-heavy; spiritual affinities; inspiration from Dragalia Lost & Genshin Impact
RPG Mechanics Ability loadouts, gear upgrades, stat growth (Xenoblade/Maple Story influence)
Dialogue System Branching, emotion-tagged NPC interactions using a chosen plugin
AI (BeeHave Plugin) For both enemies and NPC behavior trees
UI & Inventory Framework Modular UI skin; items, blessings, and relic management

4. Network Infrastructure

Layer Tech Stack
Lobby Server .NET Core / Rust / Go
Lobby Client Godot (preferred) or React Native
Game Server Godot (preferred) or .NET Core / Rust / Go
Game Client Godot

5. Narrative Frame

In the wake of a cosmic apocalypse, the Aether’s sparks scatter into World-Seeds. One fragment—you—awakens in a fractured world of fire and shadow. You must survive the Fire Gauntlet to rekindle the Flame of the Morningstar.

Note: For Starborn Trials game prototype only.


6. Milestone-Based Development Timeline

Phase Goals Duration
1. Blueprint & Scaffolding ECS base, Octograph map logic, server architecture sketch 1 week
2. Player Control & Combat Core movement/combat loop, targeting, damage types 2-3 weeks
3. AI & Day/Night Cycle BeeHave behavior trees, time cycle affecting AI & lighting changes 2 weeks
4. Dialogue & Inventory Dialogue system & dynamic inventory loadouts 2 weeks
5. World-Server Seed System Procedural map logic, enter/exit buildings 2–3 weeks
6. Lobby Infrastructure MVP client/server architecture, server switching 1–2 weeks
7. Final Integration & Playtesting Polish, bugfixes, stress tests 1 week

Note: These are suggested timelines for developers working on AetherCore.


7. Architecture Diagrams

AetherCore - Network Architecture: An Orchestration of Realms

AetherCore Full Network Design Diagram

Figure 2: This diagram illustrates the distributed network topology of the AetherCore Game Framework—a modular, scalable backend architecture designed for real-time multiplayer gameplay. It delineates the interactions between the Main Server (handling account systems and monetization), Region Servers powered by Agones (spawning dynamic Lobby and World server pods), and the Player Machine. The Game Client communicates via HTTP, WebSockets, and UDP protocols to synchronize world state, leveraging Godot-based instances across zones for seamless gameplay. Persistent storage, backups, and RESTful APIs ensure resilience, modularity, and expansibility for a living virtual cosmos.

AetherCore - Network Architecture: Prototype Design

AetherCore Network Infrastructure Diagram

Figure 3: Lobby Server manages world-server routing, player profiles, and matchmaking. Game Server handles in-game logic per persistent world-server seed.

AetherCore - Core Systems Layer

AetherCore Core Systems Diagram

Figure 4: These persistent systems form the foundation of the AetherCore game framework, enabling procedurally generated worlds, interactive NPCs, combat, and dynamic behavior.

AetherCore - Player Interaction & Game World Layer

AetherCore Player Interaction & Game World Layer Diagram

Figure 5: This layer defines the visible, touchable, and explorable world of Aether. All player-facing systems—characters, enemies, professions, interactions, and UI—reside here.

AetherCore - Storage & Save Architecture

AetherCore Persistent Storage & Save/Load Architecture Diagram

Figure 6: This layer stores all persistent information across sessions including player states, world evolution, relationship trees, timeline-linked events as well as players’ skill, level, & professions progression.


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