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Analysis of GDD v0.2 — gaps, catalogue and questions

24 Oct 2026 · Medieval browser game (untitled)

MISSING system the GDD does not cover yet PROPOSAL catalogue to prune: nothing goes in without your approval QUESTION answer it by number

1. Summary of the analysis

GDD v0.2 has the pillars and the big systems well defined (world, building, combat, animals, social, offline defence). What it lacks falls into three kinds:

About the catalogue: it is written with realism as the guide. Being listed does not mean it must go in; on the contrary, the less there is at the start, the sooner it is playable. What is marked under "Basic" would be the minimum for the first milestones.

2. Systems missing from the GDD

SystemWhy it is neededQuestion
MISSINGSolo modeIs it a world of its own in the browser (no server) or the same online world where you play isolated? It changes the architecture and whether progress is shared.2
MISSINGCharacter progressionIt is not defined whether the character improves (skills through use, strength, trades) or how, or whether there is a cap.8–10
MISSINGEconomy and tradeCrops by climate push trade between regions, but there is no currency, no markets and no exchange system.27–29
MISSINGSea and river travelThe sea is consistent and separates regions: can you sail it? Boats, ships, ferries, ports.23
MISSINGTravel infrastructureTravelling is hard: roads, bridges, fords, post stations. Do players build them?22
MISSINGMap and orientationIn a huge world, is there a map? Is it drawn by exploring (cartography) or complete from the start? Compass, sun, stars?21
MISSINGNPCs and hostile wildlifeApart from the sentries there are no NPCs. Villages, traders, bandits? Wolves, bears, boars that attack?24–25
MISSINGDecay and abandonmentIn an MMO, the bases of players who leave fill the world forever. It must be decided whether what is built decays without upkeep.33
MISSINGItem durabilityDo tools and weapons wear out, get repaired, get sharpened?11
MISSINGLocks and accessChests, doors and gates: locks with keys? Permissions by family?34
MISSINGWeather and seasonsThey affect crops, cold, frozen rivers, muddy roads. Only mentioned as a question.19–20
MISSINGFire and lightNight, torches, hearths, fires in wooden structures.36
MISSINGCommunicationGlobal chat, proximity chat, voice, messengers/letters (fits with travelling far).37
MISSINGHeraldry and family customisationCoats of arms, banners, family colours: reinforces the kingdoms side.38
MISSINGCharacter creationAppearance, sex, age, region of origin.39
MISSINGInterface without barsHow inventory, load, hunger, wounds and crafting are shown without a classic HUD.40
MISSINGIntroduction for new playersA realistic survival game with no guidance drives people away in the first minutes.41
MISSINGMonetisationIt is a commercial product with a paid server and there is no business model defined.42
MISSINGRules, moderation and cheatingReports, bans, offensive names, multiple accounts for looting.43
MISSINGLanguages and requirementsLanguages of the game and minimum computers/phones that must run it.44–45
MISSINGSound and musicNot mentioned.46

3. Gatherables and natural resources PROPOSAL

GroupItemsWhereBasic
TreesOak, pine, fir, birch, beech, ash, chestnut, willow, yew, olive, cork oak. They give trunk, branches, bark, resin (conifers), acorns/chestnuts.By band: fir and birch in the north; oak, beech and ash in the temperate band; olive, cork oak and pine in the south.Oak, pine, birch
Plants and fibresFlax, hemp, nettles, rushes, straw (from cereal), wicker, dry grass/hay.Flax and hemp farmed; rushes on riverbanks.Rushes, thin branches
Wild foodBerries, mushrooms, nuts, roots, wild honey, bird eggs.Forests and clearings.Berries, mushrooms
HerbsMedicinal and cooking herbs (yarrow, sage, thyme, wild garlic…).By biome.—
StoneLoose stone, flint, limestone, granite, slate, sandstone.Rivers and slopes (loose); quarries.Loose stone, flint
EarthClay, sand, mud, peat (north), lime (from limestone).Riverbanks, peat bogs.Mud, clay
MineralsBog iron, iron ore, copper, tin, lead, silver, salt (mines or salt marshes).Mountains, marshes, coast.—
WaterRivers, lakes, springs, rain; built wells. Undrinkable water?Everywhere.Yes
Animal products (from hunting)Meat, hide, bone, antler, sinew, fat/tallow, feathers.Hunting.Meat, hide
FishingRiver and sea fish, shellfish.Rivers and coast.—

4. Processed materials and production chains PROPOSAL

ChainSteps
WoodTrunk → (axe) short logs → (saw/wedges) planks, beams, posts, stakes → (carpenter's bench) fine pieces. Branches → firewood, rods, handles.
CharcoalFirewood stacked and covered (charcoal clamp) → charcoal. Needed for the forge.
Rope and textilesFlax/hemp/nettle → retting and drying → fibre → (distaff/spindle) thread → (loom) cloth. Fibre → rope. Wool → yarn → woollen cloth / felt.
LeatherHide → scraping → tanning in vats (oak bark, lime) → leather. Leather → hardened (armour). Hide with hair → furs.
IronOre → (bloomery furnace + charcoal) bloom → (forge) wrought iron → bars. Steel: a more advanced process.
Bronze, lead, silverCopper + tin → bronze (bells, parts). Lead (roofs, weights). Silver (coins, if there is an economy).
CeramicsClay → shaping → drying → (pottery kiln) pots, roof tiles, bricks.
Lime and mortarLimestone → (lime kiln) lime → + sand + water → mortar for stone walls.
Dressed stoneQuarry block → (chisel, mallet) ashlars.
Wax and tallowHoneycombs → wax (fine candles); animal fat → tallow (cheap candles, greasing).
GlassSand + ash + very hot furnace → glass (windows, advanced). Does it go in?

5. Workstations PROPOSAL

StationWhat forStage
CampfireCooking, warming up, fire-hardening points, drying.Start
Log work surfaceBasic wood and stone work.Start
Drying rack/lineDrying meat, hides, fibres, herbs.Start
Carpenter's benchFurniture, handles, wheels, fine pieces.Early
Clay oven / bread ovenBread, roasts.Early
Charcoal clampCharcoal.Early
Tanning vatsLeather.Early
Distaff/spindle and loomThread and cloth.Mid
Pottery kilnPots, roof tiles, bricks.Mid
Bloomery furnaceIron from ore.Mid
Forge + anvil + whetstoneTools, weapons, horseshoes, nails, armour.Mid
Lime kilnLime.Mid
Hand mill / watermill / windmillFlour (and other uses in the watermill).Mid → advanced
PressOil and wine.Mid (south)
Smokehouse, saltingPreserving food.Early–mid
BeehivesHoney and wax.Mid
WellWater next to the house.Early
Armourer's / mail-maker's workshopMail, plate (if the period allows it).Advanced
Siege workshopRams and engines.Advanced
ShipyardBoats and ships (if there is sailing).Advanced

6. Tools PROPOSAL

LevelTools
Primitive (stone, wood)Hammerstone, flint flake (knife), stone axe, digging stick, fire-hardened wooden spear, sling.
Iron — woodFelling axe, hatchet, crosscut saw (2 people), handsaw, adze, wedges, mallet, brace, chisel, drawknife.
Iron — earth and stonePick, shovel, hoe, stonemason's hammer, chisel, crowbar.
Iron — fieldSickle, scythe, pitchfork, plough (animal-drawn), rake, threshing board.
Iron — tradesHammer, tongs, knife, awl, needle, shearing scissors, hide scraper.
UtilityRope, pulley/block and tackle (lifting beams and stones), bucket, torch, lantern, tinderbox (flint and steel).

7. Weapons and shields PROPOSAL

TypeWeapons
ImprovisedThrowing stone, stick, club, tools used as weapons (axe, pitchfork, mallet).
PolearmsSpear, cavalry lance, bill/halberd (by period), staff.
ShortKnife, dagger, rondel dagger (late), long knife.
SwordsOne-handed (arming) sword, hand-and-a-half sword, longsword, single-edged war knife.
BluntMace, war hammer, hand flail.
AxesOne-handed war axe, two-handed Dane axe.
RangedSling, javelin, self bow, longbow, crossbow (stirrup, cranequin by period).
ShieldsRound plank shield, kite, triangular (heater), buckler, pavise (crossbowmen).

8. Armour and clothing PROPOSAL

TypePieces
ClothingShirt, tunic, hose, smock, cloak, hood, hat, fur coat, mittens, boots/shoes, belt.
PaddedGambeson (the base for everything else), padded coif.
LeatherHardened leather for arms and legs, gloves.
MailMail shirt, coif (hood), mail chausses.
Plate (by period)Kettle hat, great helm, bascinet, breastplate, brigandine, gauntlets, greaves, separate pieces.
HorseSaddle, bridle, horseshoes, caparison, barding (horse armour, advanced).

Clothing should matter for the cold of the north and the heat of the south, and armour should weigh for real within the load system.

9. Containers and transport PROPOSAL

TypeItems
CarriedBundle tied with rope, satchel, back basket, frame pack, belt pouch, waterskin.
StorageSack, basket, barrel, large jar, chest, shelf, granary, hayloft.
Wheeled or draggedLog sledge/drag, wheelbarrow, two-wheeled cart, four-wheeled wagon.
AnimalsSaddlebags, pack saddle (donkey/mule), horse or ox team.
Water (if there is sailing)Raft, rowing boat, sailing ship.

10. Building and defence pieces PROPOSAL

GroupPieces
Early sheltersBranch lean-to, hide tent, mud-and-straw hut.
StructureStone foundation, post, beam, sill beam, plank floor, staircase, ladder.
WallsWattle and daub, planks, logs, timber framing, rubble masonry, ashlar masonry.
RoofsStraw, rushes, shingles, tile, slate, lead sheet.
OpeningsDoor, gate, shutter, window (with glass if it goes in), trapdoor.
DefencePalisade, palisade gate, ditch, earthwork bank, stakes, stone wall, tower, battlements, wall-walk, portcullis, drawbridge, watch posts.
Interior and decorationBed, table, bench, chair, fireplace, hearth, shelf, tapestries, banners, rugs, candelabra.
Field and farmFence, pen, henhouse, pigsty, cowshed, stable, water trough, feeder, hayloft.
InfrastructurePaved road, wooden/stone bridge, jetty, mill.

11. Siege equipment PROPOSAL

12. Animals PROPOSAL

TypeAnimalsWhat for
Riding and draughtHorse (several breeds by region/biome), donkey, mule, ox.Riding, carrying, ploughing, carts.
FarmHen, goose, duck, pig, goat, sheep, cow.Eggs, meat, milk, wool, leather, feathers.
Other domesticDog (guarding, hunting, herding), cat (pests), bees.Help, honey, wax.
Small gameHare, rabbit, partridge, pheasant, wild duck.Meat, feathers, pelts.
Big gameRed deer, roe deer, wild boar, chamois/ibex, elk (north).Meat, leather, antler.
PredatorsWolf, bear, lynx, fox.Threat; pelts.
WaterRiver and sea fish, shellfish.Food.

13. Crops by climate band PROPOSAL

CropNorth (cold)TemperateSouth (warm)
RyeGoodGoodPoor
OatsGoodGoodPoor
BarleyGoodGoodGood
WheatPoorGoodGood
FlaxGoodGoodPoor
HempPoorGoodGood
Turnip, cabbage, onionGoodGoodPoor
Peas, broad beansPoorGoodGood
Chickpeas, lentilsUnviablePoorGood
Apple, pearPoorGoodPoor
GrapevineUnviablePoorGood
OliveUnviableUnviableGood
Fig, almondUnviablePoorGood
HopsGoodGoodUnviable

Rough classification based on the climate of real Europe; it gets adjusted to whatever design you decide.

14. Food, drink and preservation PROPOSAL

15. Healing wounds PROPOSAL

It fits combat without bars: each wound is treated with its own remedy.

16. All the questions, numbered

Answer them by number whenever you like, in whatever order you like. Those in blocks A and B are the ones blocking the first milestone.

A. Project foundations

  1. Period. Which centuries does it depict? For example: Early Middle Ages (Vikings, mail, wooden castles), High (mail, stone castles) or Late (longsword, plate, cranequin crossbow). It can be a progression within the game.
  2. Solo mode. A world of its own with no server in the browser, or the same online world where you play isolated? Does progress carry over from one to the other?
  3. Visual style. Low-poly 3D made in code, third-party/commissioned models, or isometric 2D.
  4. Platforms. PC only, or also phone and tablet?
  5. Fantasy or pure realism? Is there anything supernatural (creatures, magic) or is it 100% invented history?

B. Building (milestone 1)

  1. Grid or free placement.
  2. Removing pieces. Can you dismantle a piece that holds up others? Is material recovered when dismantling?

C. Character and progression

  1. Does the character improve? Skills that rise with use, trades, or nothing (only the player improves)?
  2. If there are skills: a total cap that forces specialisation (and depending on others)?
  3. Do strength and endurance rise with training (affects how much you carry)?
  4. Durability and repair of tools, weapons and armour?
  5. How are technologies unlocked: by use, by discovery, by players teaching each other, by stations built, or a mix? Do they belong to the character or to the family?
  6. Does item quality depend on material, tool and skill?

D. Survival and death

  1. Which needs are simulated: hunger, thirst, cold/heat, fatigue, sleep, illness?
  2. How are they shown without bars: only on the character or with some discreet indicator?
  3. On death: where do you respawn, what do you lose, what stays on the ground? Permanent death of any kind?
  4. Logged-out character: does it disappear, or sleep in the world where it can be attacked?
  5. Does food spoil over time?

E. World and travel

  1. Day/night cycle: at what pace compared with real time?
  2. Seasons and weather: do they exist? How long does a game year last?
  3. Map: complete from the start, drawn by exploring, or none?
  4. Do players build roads and bridges?
  5. Can you sail the sea and rivers? With which vessels?
  6. Are there NPCs apart from sentries (villages, traders, bandits)?
  7. Is there wildlife that attacks (wolves, bears, boars)?
  8. Can trees be planted, and do they grow just as slowly? Do ores and stone run out?

F. Economy

  1. Is there currency? Do players mint it (with silver) or is it barter?
  2. Markets or stalls that work without the owner online?
  3. Does each region have exclusive resources to force trade?

G. Social, lands and PvP

  1. How is land claimed? Is there a size limit?
  2. Vassalage: what does it mean in mechanics (tributes, defence, permissions)?
  3. Do alliances turn off PvP between allies?
  4. Does what is built decay if nobody maintains it? What happens to abandoned bases?
  5. Locks with keys on doors and chests, permissions by family, or both?
  6. Siege: can a base be besieged while its owners are offline, or do only the sentries hold it back? Which milestones unlock sentries?
  7. Does fire damage wooden structures?
  8. Communication: global chat, proximity chat, voice, messengers/letters?
  9. Family heraldry (coats of arms, banners, colours)?

H. Product

  1. Character creation: what is chosen (appearance, sex, age, region)?
  2. Interface: how do inventory and crafting look without a classic HUD?
  3. New players: tutorial, protected starting zone, or nothing?
  4. Monetisation: free with something paid (cosmetic, subscription), one-off purchase, subscription?
  5. Rules: how are cheating, multiple accounts and toxic players handled?
  6. Languages of the game.
  7. Minimum hardware that must run it.
  8. Sound and music: what style?