# PokerRogue – Arcade Poker Roguelike RPG **Technical & Game Design Specification** ## 1. High Concept PokerRogue is a **single‑player arcade roguelike RPG** where all combat is resolved through a **fast, simplified Texas Hold’em system**. Poker decisions are reimagined as **combat actions** (attack, block, dodge), enhanced by **skills, relics, and RPG progression**. Core fantasy: *You don’t just play poker — you fight with it.* Target platform: **PC (Desktop)** Engine: **MonoGame (DesktopGL)** Runtime: **.NET 10** --- ## 2. Design Pillars 1. **Arcade Speed** – short hands (20–40s), minimal betting loops 2. **Readable Decisions** – clear risk/reward previews (Pot & Damage) 3. **Build Identity** – skills + relics define playstyle 4. **Controlled RNG** – randomness is bendable, not dominant 5. **“One More Node” Loop** – roguelike pacing and rewards --- ## 3. Core Game Loop 1. Start a **Run** 2. Navigate a **procedural map** (fight / event / shop / elite / boss) 3. Resolve **Poker Combat Fights** 4. Gain **rewards** (skills, relics, upgrades) 5. Defeat the **Boss** 6. Die → earn **Meta Currency** → unlock content 7. Start next run Average run length: **25–35 minutes** --- ## 4. Poker Combat System (Arcade Version) ### 4.1 Hand Structure Each fight consists of **3–7 Hands**. Each Hand has 3 phases: 1. **Deal** - Player hole cards - Flop revealed immediately 2. **Clash** - Player chooses an action - Enemy chooses an intent 3. **Resolve** - Turn/River reveal - Damage, status effects, cleanup --- ### 4.2 Player Actions | Action | Poker Meaning | Combat Meaning | |------|--------------|----------------| | STRIKE | Raise | Increase Pot, aggressive attack | | GUARD | Call / Check | Gain Shield, reduce damage | | DODGE | Fold | Avoid heavy damage, lose tempo | | SKILL | Cheat / Ability | Special effect (limited) | --- ### 4.3 Core Combat Values - **HP** – player/enemy health - **Pot** – base damage value - **Edge (0–100)** – advantage meter (hand strength + synergies) - **Focus** – control resource (defensive/utility) - **Grit** – aggression resource (risk/reward) #### Damage Formula - **If Player Wins** ``` EnemyHP -= Pot * (1 + Edge / 100) ``` - **If Player Loses** ``` PlayerHP -= Pot * (1 + EnemyEdge / 100) - Shield ``` --- ## 5. Skills System Skills behave like **ability cards** with costs and cooldowns. ### Skill Costs - Focus (precision, control) - Grit (risk, aggression) ### Examples - **Reroll** – replace one hole card - **Power Raise** – +50% Pot, increased self-risk - **Clean Fold** – dodge without tempo penalty - **Time Stop** – delay resolve, take extra action - **All‑In Slam** – massive Pot multiplier (once per fight) Limit: **1 skill per hand** (unless modified) --- ## 6. Status Effects Status effects last **1–3 hands**. Examples: - Pressure – boosts next STRIKE - Shield – reduces incoming damage - Bleed – damage over time - Stun – enemy can’t STRIKE - Lucky – free reroll - Cursed – penalties until removed --- ## 7. Enemies Enemies use **intent‑based AI**, not solver logic. Each enemy has: - Aggression (STRIKE chance) - Trickery (skill usage) - Cowardice (DODGE chance) ### Archetypes - Goblin Maniac – high aggression - Vampire Caller – sustain & bleed - Witch – card manipulation - Knight Nit – defensive, low risk --- ## 8. Boss Design Bosses modify core rules. Examples: - **The Tax Collector** – blinds increase every hand - **The Oracle** – knows future cards - **The Mirror Dealer** – copies player skills --- ## 9. Roguelike Progression ### Map Nodes - Fight - Event - Shop - Elite - Boss ### Rewards - Skills - Relics (passive modifiers) - Upgrades - Healing / Currency --- ## 10. Meta Progression Between runs, players unlock: - New skills - New relics - New enemies - New starting loadouts --- ## 11. UI Layout – Fight Screen **Top** - Player HP, Focus, Grit - Enemy HP, archetype, intent - Hand counter & tempo **Center** - Board cards - Edge meter - Pot & damage preview **Bottom** - STRIKE / GUARD / DODGE buttons - Skill bar (hotkeys) - Status icons Design goal: **one‑screen readability, no menus during combat** --- ## 12. Technical Architecture ### Solution Structure ``` PokerRogue.sln ├─ PokerRogue.Game (MonoGame DesktopGL) ├─ PokerRogue.Core (Game logic, no rendering) └─ PokerRogue.Tests (optional) ``` ### PokerRogue.Core - Combat state machine - Card & deck logic - Enemy AI - Run & reward generation - Save/meta systems ### PokerRogue.Game - Screens (Fight, Map, Shop) - Input handling - Rendering & animations - Audio & effects --- ## 13. Technology Stack - **Language:** C# - **Runtime:** .NET 10 - **Engine:** MonoGame 3.8+ (DesktopGL) - **UI:** SpriteBatch‑based custom UI - **Content Pipeline:** MGCB (local dotnet tool) --- ## 14. Development Milestones 1. **Playable Fight Prototype** 2. **Basic Run & Map** 3. **Skills, Relics, Build Variety** 4. **Bosses & Meta Progression** 5. **Polish & Balance** --- ## 15. Design Goal Summary PokerRogue aims to feel: - Strategic, not random - Fast, not slow or solver‑heavy - Skill‑expressive - Highly replayable **Poker as combat. Risk as power. Builds as identity.**