@ericrisco/rsc 0.1.35 → 0.1.36

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Files changed (78) hide show
  1. package/README.md +8 -2
  2. package/manifest.json +241 -2
  3. package/package.json +1 -1
  4. package/scripts/lib/domains.js +1 -0
  5. package/scripts/lib/recommend.js +4 -0
  6. package/skills/game-design/SKILL.md +170 -0
  7. package/skills/game-design/evals/README.md +13 -0
  8. package/skills/game-design/evals/cases.yaml +47 -0
  9. package/skills/game-design/references/mechanics-and-loops.md +78 -0
  10. package/skills/game-design/references/playtesting-and-scope.md +58 -0
  11. package/skills/game-design/references/progression-and-economy.md +70 -0
  12. package/skills/game-storytelling/SKILL.md +159 -0
  13. package/skills/game-storytelling/evals/README.md +28 -0
  14. package/skills/game-storytelling/evals/cases.yaml +51 -0
  15. package/skills/game-storytelling/references/branching-and-state.md +134 -0
  16. package/skills/game-storytelling/references/dialogue-tools.md +117 -0
  17. package/skills/game-storytelling/references/environmental-storytelling.md +71 -0
  18. package/skills/gamedev-multiplayer/SKILL.md +250 -0
  19. package/skills/gamedev-multiplayer/evals/README.md +12 -0
  20. package/skills/gamedev-multiplayer/evals/cases.yaml +44 -0
  21. package/skills/gamedev-multiplayer/references/godot-high-level-multiplayer.md +133 -0
  22. package/skills/gamedev-multiplayer/references/prediction-and-latency.md +104 -0
  23. package/skills/gamedev-multiplayer/references/unity-and-unreal-netcode.md +166 -0
  24. package/skills/gamedev-pathing/SKILL.md +242 -0
  25. package/skills/gamedev-pathing/evals/README.md +14 -0
  26. package/skills/gamedev-pathing/evals/cases.yaml +49 -0
  27. package/skills/gamedev-pathing/references/navmesh-workflow.md +110 -0
  28. package/skills/gamedev-pathing/references/search-algorithms.md +135 -0
  29. package/skills/gamedev-pathing/references/steering-and-avoidance.md +120 -0
  30. package/skills/gamedev-physics/SKILL.md +225 -0
  31. package/skills/gamedev-physics/evals/README.md +12 -0
  32. package/skills/gamedev-physics/evals/cases.yaml +54 -0
  33. package/skills/gamedev-physics/references/character-controllers.md +120 -0
  34. package/skills/gamedev-physics/references/determinism-and-queries.md +124 -0
  35. package/skills/gamedev-physics/references/layers-and-masks.md +115 -0
  36. package/skills/gamedev-shaders/SKILL.md +252 -0
  37. package/skills/gamedev-shaders/evals/README.md +14 -0
  38. package/skills/gamedev-shaders/evals/cases.yaml +45 -0
  39. package/skills/gamedev-shaders/references/effect-recipes.md +205 -0
  40. package/skills/gamedev-shaders/references/godot-shading-language.md +133 -0
  41. package/skills/gamedev-shaders/references/unity-and-unreal-shaders.md +169 -0
  42. package/skills/gamedev-shipping/SKILL.md +236 -0
  43. package/skills/gamedev-shipping/evals/README.md +9 -0
  44. package/skills/gamedev-shipping/evals/cases.yaml +55 -0
  45. package/skills/gamedev-shipping/references/mobile-and-desktop.md +127 -0
  46. package/skills/gamedev-shipping/references/stores-and-ci.md +162 -0
  47. package/skills/gamedev-shipping/references/web-export-headers.md +140 -0
  48. package/skills/godot/SKILL.md +319 -0
  49. package/skills/godot/evals/README.md +13 -0
  50. package/skills/godot/evals/cases.yaml +50 -0
  51. package/skills/godot/references/export-and-testing.md +102 -0
  52. package/skills/godot/references/gdscript-style.md +84 -0
  53. package/skills/godot/references/godot3-to-4-traps.md +89 -0
  54. package/skills/godot/references/nodes-scenes-resources.md +109 -0
  55. package/skills/level-design/SKILL.md +175 -0
  56. package/skills/level-design/evals/README.md +35 -0
  57. package/skills/level-design/evals/cases.yaml +58 -0
  58. package/skills/level-design/references/blockout-to-art.md +118 -0
  59. package/skills/level-design/references/guidance-and-readability.md +152 -0
  60. package/skills/level-design/references/pacing-and-encounters.md +142 -0
  61. package/skills/roast-me/tools/adapters/__pycache__/__init__.cpython-312.pyc +0 -0
  62. package/skills/roast-me/tools/adapters/__pycache__/base.cpython-312.pyc +0 -0
  63. package/skills/roast-me/tools/adapters/__pycache__/claude.cpython-312.pyc +0 -0
  64. package/skills/roast-me/tools/adapters/__pycache__/codex.cpython-312.pyc +0 -0
  65. package/skills/roast-me/tools/adapters/__pycache__/gemini.cpython-312.pyc +0 -0
  66. package/skills/roast-me/tools/adapters/__pycache__/registry.cpython-312.pyc +0 -0
  67. package/skills/unity/SKILL.md +282 -0
  68. package/skills/unity/evals/README.md +8 -0
  69. package/skills/unity/evals/cases.yaml +43 -0
  70. package/skills/unity/references/build-and-platforms.md +65 -0
  71. package/skills/unity/references/input-system.md +102 -0
  72. package/skills/unity/references/lifecycle-deep-dive.md +75 -0
  73. package/skills/unreal/SKILL.md +270 -0
  74. package/skills/unreal/evals/README.md +12 -0
  75. package/skills/unreal/evals/cases.yaml +45 -0
  76. package/skills/unreal/references/blueprint-cpp-parity.md +109 -0
  77. package/skills/unreal/references/gameplay-framework.md +95 -0
  78. package/skills/unreal/references/packaging.md +83 -0
@@ -0,0 +1,35 @@
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+ # Eval harness — level-design
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+
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+ These evals assert two things about the `level-design` skill. **Triggering:** it
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+ fires on level layout, pacing, encounter, guidance, and reward requests, and
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+ stays out of systemic mechanic/economy design (`game-design`), narrative
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+ (`game-storytelling`), and engine-specific level tooling (`godot`/`unity`/
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+ `unreal`). **Capability:** when engaged, it delivers the craft — the
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+ blockout→art pipeline, the sawtooth intensity graph with breathers, the
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+ introduce→develop→twist→combine teaching pattern, light/color/affordance
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+ guidance, and observe-don't-coach playtesting — rather than generic advice.
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+
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+ ## How to run
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+
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+ Run through an agent harness with skills loadable on demand; `cases.yaml` is the
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+ fixture. Use the same model for every trial; vary only which skills are loaded.
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+
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+ - **Triggering:** load the full catalog so the agent can route to siblings; feed
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+ each `should_trigger` / `should_not_trigger` prompt verbatim and record which
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+ skill fires. Run 3–5 trials per prompt (the choice is stochastic).
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+ - Pass: `should_trigger` selects **level-design** in the majority of trials;
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+ `should_not_trigger` does not (ideally routes to the listed `route_to`).
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+ - Bar: **≥90%** trigger accuracy across all prompts.
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+ - **Capability:** run each scenario WITH only level-design loaded vs WITHOUT any
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+ skill (baseline), 3 times each. Grade responses against the `must_include`
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+ rubric, one point per checkable item genuinely present.
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+ - Bar: WITH covers **≥80%** of items on average AND beats WITHOUT by **≥25**
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+ percentage points (a skill that doesn't move the needle fails).
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+
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+ ## Notes / honesty
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+
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+ - LLM-graded and stochastic — re-run on edits; treat small deltas as noise.
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+ - `route_to` targets assume the sibling skills (`game-design`,
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+ `game-storytelling`, `godot`, `unity`, `unreal`) exist in the catalog; a
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+ missing sibling can cause a near-miss to mis-route without it being a
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+ level-design fault — note it, don't count it against this skill.
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+ skill: level-design
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+
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+ should_trigger:
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+ - prompt: "I've built the first level of my platformer but playtesters say it's boring in the middle and then brutal at the end. How do I fix the pacing?"
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+ why: "Direct pacing complaint on a built level — the intensity-graph / sawtooth + breather guidance. 'Boring in the middle, brutal at the end' is a flat-then-spike curve the skill diagnoses."
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+ - prompt: "Players keep getting lost in my second map — they wander into dead ends and can't find the exit. What am I doing wrong?"
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+ why: "Navigation/readability failure ('players get lost') — the skill's guidance layer: landmarks, light-led critical path, denying wrong turns visually. Lostness is a readability bug the skill owns."
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+ - prompt: "How should I lay out the blockout for a new FPS arena before I start making art?"
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+ why: "Explicit blockout request and the blockout->greybox->playtest->art pipeline plus metrics block and arena-shape design. Core Use-when trigger."
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+ - prompt: "I want to teach the player how a new grappling-hook mechanic works through the level itself, without a tutorial popup. How do I structure that?"
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+ why: "Teaching a mechanic through space = introduce->develop->twist->combine. The mechanic itself is game-design's, but structuring the SPACE that teaches it is level design."
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+ - prompt: "Where should I put the secret rooms and the best loot in my dungeon so exploring feels rewarding but not frustrating?"
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+ why: "Reward & secret placement + risk/reward + breadcrumbing. 'Rewarding but not frustrating' is exactly the reward-the-observation-not-the-pixel-hunt guidance."
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+ - prompt: "My combat arena feels like everyone just hides behind one wall and pokes out. How do I make the fights more dynamic?"
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+ why: "Arena-shape design: static peek-war means missing flanks/verticality and bad cover rhythm. The skill's encounter/arena section addresses this directly."
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+ - prompt: "How do I guide players toward the objective using lighting and color instead of a giant waypoint marker?"
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+ why: "Guidance without hand-holding via light/color/composition and the reserved interact-color language. Explicit 'instead of a waypoint' framing is the skill's core."
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+
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+ should_not_trigger:
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+ - prompt: "How high should the player be able to jump and how much should double-jump cost stamina? I'm balancing the movement system."
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+ route_to: "game-design"
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+ why: "This is the movement RULE/economy itself (systemic mechanic + stamina cost tuning), which game-design owns. Level design consumes the jump metric; it doesn't set or balance it."
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+ - prompt: "Write the environmental storytelling and the audio-log script for the abandoned lab area to reveal the backstory."
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+ route_to: "game-storytelling"
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+ why: "Narrative content — what the space SAYS (backstory, audio-log writing). Level design places the beat; game-storytelling authors it."
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+ - prompt: "How do I bake the nav mesh and set the agent radius so enemies path around my level geometry in Unity?"
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+ route_to: "unity"
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+ why: "Engine-specific level tooling (nav-mesh bake, agent radius in Unity). Explicitly out of scope; the engine skill implements the layout the design decided."
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+ - prompt: "My Godot TileMap isn't showing collision on the ground layer and the player falls through. How do I fix it?"
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+ route_to: "godot"
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+ why: "Engine tooling bug — TileMap collision setup in Godot. This is implementation, not the craft of layout/pacing/readability."
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+ - prompt: "How should I design the loot rarity tiers and drop-rate curves for the whole game's economy?"
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+ route_to: "game-design"
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+ why: "Loot-table / economy systems design across the whole game — a systemic concern game-design owns, not the placement of a reward within one level's space."
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+ - prompt: "How do I optimize the frame rate in my Unreal level — the shadows and draw calls are tanking performance?"
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+ route_to: "unreal"
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+ why: "Engine performance/rendering optimization (draw calls, shadow cost) is engine tooling, owned by the unreal skill, not level-design craft."
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+
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+ capability:
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+ - scenario: "A designer says: 'My level's first playthrough is fun but by the middle testers get bored and then the final room feels unfairly hard. It's already fully textured and lit. How do I fix it?'"
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+ must_include:
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+ - "Diagnoses a flawed intensity curve (flat/boring middle, spike at the end) and prescribes a sawtooth: peaks with breathers/safe rooms between, difficulty trending up with checkpoint resets."
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+ - "Recommends adding a breather/safe room after peaks so intensity drops and the next peak reads, and varying encounter length/spacing to kill the monotony."
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+ - "Flags that the level is already textured/lit as a process problem — layout changes should be validated in blockout/greybox, and warns that art-first makes pacing fixes expensive."
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+ - "Frames the final-room spike as a telegraph/difficulty-curve issue (signpost the ramp, reset at a checkpoint) rather than just lowering difficulty."
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+ - scenario: "A developer asks: 'Players keep getting lost in my level and walk right past the exit. I don't want to add a waypoint arrow. How do I guide them?'"
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+ must_include:
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+ - "Treats lostness as a readability/guidance bug, not player error, and keeps guidance diegetic (no waypoint)."
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+ - "Uses light to lead (players move toward light/contrast; light the critical path, objective, and exit; keep dead-ends dim)."
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+ - "Establishes a dominant landmark per area for self-location and frames the exit with composition/leading lines."
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+ - "Recommends a reserved, consistent accent color for interactables/path used nowhere decoratively, and consistent affordances."
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+ - "Prescribes watching a fresh, uncoached playtester (and/or position/dwell heatmaps) to locate exactly where players hesitate or diverge, without answering 'where do I go?'."
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+ - scenario: "A designer asks: 'I have a new mechanic — a portal gun — and I want the level to teach it without any text tutorial.'"
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+ must_include:
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+ - "Lays out the introduce -> develop -> twist -> combine progression (or equivalent teach-through-space structure)."
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+ - "Introduces the mechanic somewhere it cannot hurt the player (safe, zero-risk first encounter) before any real stakes."
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+ - "Builds up through low-stakes use, a recontextualizing twist, and a final combine/mastery test that layers earlier learning."
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+ - "Notes that the space itself teaches (no tutorial popup) and that the mechanic's rules belong to game-design while the teaching layout is level design."
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+ # Blockout to art — the pipeline in detail
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+
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+ The single most expensive mistake in level design is committing art before the
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+ space is proven. This reference details each stage, the metrics block that
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+ everything is built from, how to playtest a grey box, and the handoff to the
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+ engine skill and art team.
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+
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+ ## Why art goes last
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+
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+ A blockout is minutes to change; a finished, textured, lit set-piece is days.
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+ Layouts *always* change under playtest — a corridor is too long, a fight needs a
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+ flank, a landmark isn't visible from the entrance. If that geometry is already
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+ art, every fix throws away work and creates pressure to *not* fix it. Art-first
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+ levels ship with known layout problems because nobody wants to redo the art.
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+ So: prove the space grey, then dress it.
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+
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+ ## Stage 1 — Blockout (whitebox)
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+
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+ Build the level from **primitive geometry at true scale** — boxes, planes,
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+ cylinders, ramps. No materials beyond a flat neutral, no props, no final
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+ lighting. A single neutral mid-grey with a subtle grid texture is ideal: it
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+ shows scale and stops you from judging the level on looks it doesn't have yet.
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+
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+ You are answering three questions:
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+
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+ 1. **Flow** — can the player move through the intended route without snagging?
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+ Are the loops, gates, and shortcuts where you planned?
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+ 2. **Timing & distance** — how long is the walk between beats? Are jumps and
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+ gaps possible and fair? Is a corridor a slog or a snappy connector?
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+ 3. **Legibility** — from each decision point, is the next objective findable by
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+ shape and layout alone (before any lighting/color tricks)?
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+
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+ Block out the **critical path first**, walk it end to end many times, then add
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+ exploration branches and encounters. Keep everything modular and snapped to a
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+ grid so pieces move cheaply.
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+
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+ ## The metrics block (lock this before any geometry)
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+
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+ Every dimension in the level is a multiple of the player's capabilities. Define
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+ these **first**, in engine units, and build to them. Guessing metrics is how you
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+ get gaps that feel wrong and cover that doesn't protect.
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+
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+ | Metric | What it governs | Typical relationship |
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+ |---|---|---|
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+ | **Player height (standing)** | Ceiling clearance, door height, sightline height | The base unit; doors ~1.3–1.5× |
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+ | **Crouch height** | Vents, low cover, crawl spaces | ~0.5–0.6× standing |
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+ | **Eye height** | What sightlines actually reveal (camera, not feet) | Slightly below standing top |
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+ | **Shoulder / capsule width** | Corridor and doorway minimum width | Corridors ≥ 2× so two can pass / strafe |
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+ | **Jump height** | Max step-up, ledge height, low-cover top | Cover just below eye so you can peek |
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+ | **Jump distance (gap)** | Platform spacing, chasm width | Design gaps at ~70–85% of max so they read as fair |
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+ | **Reach / grab height** | Climbable ledge height, mantling | Set the climb-ledge trim to this exact height |
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+ | **Run speed** | Travel time between beats, breather length | Distance = speed × intended seconds |
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+ | **Weapon/threat effective range** | Arena sightline length, cover spacing | Long lanes for ranged, short for melee |
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+
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+ Write these into `02-DOCS/wiki/stack/level-design.md` (see the SKILL.md grounding
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+ section) so every level in the project shares one metrics block. When a metric
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+ is a *rule* of the game (how high the player jumps at all), that number is owned
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+ by `game-design`; level design *consumes* it here and builds space to fit.
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+
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+ ## Stage 2 — Greybox
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+
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+ Refine the blockout just enough to test *reading* and *feel*:
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+
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+ - **Temp neutral materials** to distinguish floor/wall/hazard/interactable by
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+ value, not decoration.
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+ - **Placeholder lighting** used as a *design* tool — light the path, the
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+ objective, and the exit; keep non-paths dim. This is where guidance is
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+ authored, long before final art lighting.
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+ - **Stand-in enemies, cover, pickups, and interactables** at real metrics so
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+ encounters and the reserved interact-color language can be tested.
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+
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+ Now the questions are: does the space *read*? Does the encounter work? Is the
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+ pacing right? Greybox is still cheap — you are still iterating layout, not
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+ protecting art.
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+
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+ ## Stage 3 — Playtest the grey box
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+
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+ Do this early and often, on the blockout/greybox, because fixes are cheap. Full
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+ observation protocol and telemetry live in `guidance-and-readability.md`; the
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+ blockout-specific loop is:
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+
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+ 1. Sit a **fresh, uncoached** player down. Say only "play". Stay silent.
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+ 2. Log every **hesitation** (readability gap), **wrong turn** (navigation gap),
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+ **repeated death** (telegraph/difficulty gap), and **skipped area** (reward
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+ or guidance gap).
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+ 3. Never answer "where do I go?" — that question is your top finding.
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+ 4. Change the grey geometry/lighting, re-test. Repeat until it plays.
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+
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+ Only when the greybox plays well for players you didn't coach do you unlock art.
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+
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+ ## Stage 4 — Art pass (and the handoff)
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+
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+ Art *serves the proven layout*. The reserved interact-color, the light-led path,
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+ the framed landmark, the readable silhouettes — art must **reinforce** the
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+ guidance the greybox already established, never fight it. If the art pass makes
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+ the level prettier but harder to read, it failed.
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+
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+ Hand off to the engine skill (`godot` / `unity` / `unreal`) for the tooling that
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+ turns the layout into a shippable level:
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+
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+ - Nav-mesh generation and agent radius (must match the capsule width above).
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+ - Occlusion culling / visibility and streaming volumes.
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+ - Final lighting: lightmap/GI bakes, reflection probes, light-leak fixes.
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+ - Collision meshes distinct from render meshes; blocking volumes replacing the
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+ greybox's implicit walls.
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+ - LODs, mesh instancing, and performance budgets.
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+
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+ ### Art-pass handoff checklist
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+
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+ - [ ] Layout is locked — no pending "this fight might move" notes.
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+ - [ ] Metrics block is final; art meshes respect door/corridor/cover heights.
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+ - [ ] Critical path, landmark, and interact-color language are decided and
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+ documented so art reinforces (never contradicts) them.
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+ - [ ] Greybox lighting intent (path lit, dead-ends dim) is captured for the
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+ final lighting pass to honor.
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+ - [ ] Collision/nav requirements handed to the engine skill with the capsule
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+ dimensions.
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+ - [ ] A greybox reference build is kept for A/B readability comparison after art.
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+ # Guidance & readability — direct the player without hand-holding
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+
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+ How to make a player always know where to go, understand what they can do, and
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+ feel clever for exploring — using the environment instead of arrows. Also
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+ covers the playtest protocol, traversal telemetry, and reward/secret placement,
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+ because those are how you *diagnose and fix* readability.
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+
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+ ## The layers of guidance (strongest to weakest)
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+
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+ The eye is drawn, roughly in this priority, to: **motion → light/brightness →
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+ high contrast → saturated color → the different/odd → framed shapes.** Stack
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+ these on the path you want taken; strip them from paths you don't.
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+
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+ ### Light leads
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+
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+ Players move toward light — the moth effect — and toward higher value contrast.
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+
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+ - Light the **critical path, the objective, and the exit**; keep dead-ends,
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+ non-paths, and cut branches dim.
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+ - A bright opening at the end of a dark corridor is an irresistible pull.
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+ - Use light *in greybox* as a design tool, not a final-art afterthought — the
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+ guidance is authored in placeholder lighting and art merely honors it.
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+ - Contrast beats absolute brightness: a shaft of light in gloom guides harder
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+ than a uniformly bright room.
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+
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+ ### Color as language
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+
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+ Reserve **one saturated accent color** to mean "you can interact / go here" and
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+ use it *nowhere else*.
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+
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+ - Precedents: Mirror's Edge's "runner red" for the traversal path; Dishonored's
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+ faint glint on usable objects; the near-ubiquitous "yellow = climbable/grab"
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+ convention.
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+ - The value of the convention *is its consistency*. The moment the interact
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+ color appears on decoration, you've lied — the player learns to distrust it
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+ and starts checking everything, which is the opposite of guidance.
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+ - Keep the rest of the palette desaturated relative to the accent so it pops.
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+
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+ ### Composition
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+
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+ Compose the space like a photographer composes a shot.
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+
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+ - **Leading lines** — rails, beams, roads, pipes, tiling that point toward the
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+ objective.
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+ - **Framing** — arches, doorways, foreground silhouettes that box the eye onto
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+ the target.
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+ - **Negative space** and **contrast** to isolate what matters.
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+ - From every decision point, the critical path should be the most-framed,
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+ highest-contrast, best-lit option.
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+
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+ ### Affordances & signifiers
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+
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+ (Norman/Gibson.) An affordance is what the environment *lets* you do; a signifier
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+ is the visual cue that advertises it.
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+
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+ - A ledge that looks grabbable **must** be grabbable; a wall that looks solid
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+ **must** be solid. A door-shaped thing that never opens teaches the player to
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+ ignore doors.
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+ - Establish the visual language **early** and hold it: if a specific trim, decal,
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+ or material means "climb here," that cue appears **only** where you can climb.
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+ - Inconsistent affordances are the #1 source of "I didn't know I could do that"
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+ and "I thought I could do that and died." Consistency > cleverness.
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+ - Prefer **diegetic signifiers** (a rope, scuff marks, a worn path, a ladder)
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+ over UI prompts; save prompts for genuinely non-obvious systemic actions.
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+
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+ ### Landmarks & self-location
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+
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+ - One **dominant landmark** per area — a large, distinct, distant silhouette
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+ (Disney's "weenie": the visual magnet that pulls you forward). It answers
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+ "where am I / where's the goal" without a minimap.
71
+ - Keep landmarks visible from key decision points; if the player can't see the
72
+ landmark when they need to choose, it isn't doing its job.
73
+ - **Deny wrong turns visually** — subtle dead-ends, unlit gaps, a distinct
74
+ "not-a-path" material — rather than relying on invisible collision, which
75
+ feels arbitrary and cheap.
76
+
77
+ ### The critical-path readability self-test
78
+
79
+ Stand at each decision point in the greybox and ask: *with no HUD and no prior
80
+ knowledge, is the intended next step the most obvious thing here?* If you have
81
+ to argue for it, a fresh player will get lost. Fix with light/framing/landmark
82
+ before reaching for a waypoint.
83
+
84
+ ## Playtesting — observe, don't coach
85
+
86
+ You cannot see your own level fresh; your knowledge of it is the one thing a
87
+ player won't have.
88
+
89
+ 1. **Fresh, uncoached tester.** Say "play." Then stay silent.
90
+ 2. **Log four signals:**
91
+ - **Hesitation / stopping** → readability gap (they can't tell where to go).
92
+ - **Wrong turn / backtrack** → navigation gap (guidance points wrong or is
93
+ absent).
94
+ - **Repeated death** → telegraph or difficulty gap (threat unfair or
95
+ unreadable).
96
+ - **Skipped content** → reward-placement or guidance gap.
97
+ 3. **Never answer "where do I go?"** — that question *is* the finding. Answering
98
+ it destroys the data and hides the bug.
99
+ 4. **Ask after, not during**: "Where did you think you were supposed to go? What
100
+ did you expect that button to do? Where did you feel stuck?" Open questions,
101
+ no leading.
102
+ 5. Test on the **greybox**, early and often — fixes are cheap while it's grey.
103
+
104
+ ## Traversal telemetry & heatmaps
105
+
106
+ Turn anecdote into pattern by logging player data across many sessions:
107
+
108
+ | Metric | What it shows | The fix when it's bad |
109
+ |---|---|---|
110
+ | **Position heatmap** | Where players spend time; **cold zones** they never enter | Cold zone = dead space: re-light it, add a landmark/reward, or cut it |
111
+ | **Death heatmap** | Where players die; **clusters** = unfair/unreadable threats | Fix the telegraph, the arena, or the difficulty — not the player |
112
+ | **Path traces** | Are they on the golden path or lost? | Divergence from intended path = guidance failure at that fork |
113
+ | **Dwell time** at forks | Long dwell = unclear guidance | Add light/framing/landmark to make the choice obvious |
114
+ | **Look / aim heatmap** | Did they even *see* the landmark or reward? | If not looked-at, it's mis-placed or out-competed — reposition |
115
+ | **Time-to-objective** | Pacing vs intent (too fast/slow) | Adjust distance, breather length, or beat spacing |
116
+
117
+ Read the map as instructions: a branch nobody takes needs a visible reward at
118
+ its mouth; a region everyone avoids isn't pulling them — fix the pull or remove
119
+ the region.
120
+
121
+ ## Reward & secret placement
122
+
123
+ - **Reward the wandering eye.** Put secrets where a *curious* player naturally
124
+ looks — behind the waterfall, up the ledge you already lit and framed, down
125
+ the branch you breadcrumbed. Reward **observation**, not pixel-hunting.
126
+ - **Breadcrumb every secret.** A glint, an out-of-place object, a suspicious
127
+ seam, an odd bit of geometry visible from the path. The player should feel
128
+ clever — which means the game showed them the thread first. A secret with no
129
+ breadcrumb is just frustration.
130
+ - **Never hide mandatory progression like a secret.** A required key or door
131
+ disguised as optional is a stuck-player generator. Secrets are optional by
132
+ definition; the critical path stays legible.
133
+
134
+ ## Risk vs reward
135
+
136
+ - Gate the **best** optional reward behind the **biggest** optional risk or
137
+ detour — a hard side-arena, a long climb, a resource gamble, a no-checkpoint
138
+ stretch.
139
+ - Keep the **critical path rewarding on its own** so risk-averse players aren't
140
+ punished for playing it safe; put the *extra* behind the *extra* effort.
141
+ - Make the risk and the reward both *visible before committing* so the choice is
142
+ informed: the player should see the treasure across the deadly gap and decide.
143
+
144
+ ### Reward taxonomy (vary these so exploration stays fresh)
145
+
146
+ | Type | Example | Notes |
147
+ |---|---|---|
148
+ | **Power / upgrade** | new ability, weapon, permanent buff | Strongest pull; use sparingly |
149
+ | **Resources** | ammo, health, currency | Steady exploration incentive |
150
+ | **Lore / collectible** | note, audio log, vista, cosmetic | For the curious; light them in breathers |
151
+ | **Shortcut unlock** | a door back to the hub, a lowered ladder | Best long-term reward — reshapes the level, cuts backtracking |
152
+ | **Spectacle** | a view, a scripted moment, an Easter egg | Pure delight; costs no systemic balance |
@@ -0,0 +1,142 @@
1
+ # Pacing & encounters — rhythm, arenas, and teaching through space
2
+
3
+ A level is a piece of music, not a list of rooms. This reference covers the
4
+ intensity graph, the breather, the difficulty curve, the encounter template, the
5
+ introduce→develop→twist→combine teaching pattern, and arena-shape design.
6
+
7
+ ## The intensity graph
8
+
9
+ Plot intended intensity (danger + cognitive load + stimulus) against time for
10
+ the whole level. The target shape is a **sawtooth trending upward**: a peak
11
+ (combat, chase, platforming gauntlet, tense stealth), a sharp drop to a valley
12
+ (a breather), then a higher peak. Overall the line climbs, ending on the level's
13
+ hardest, most spectacular moment.
14
+
15
+ ```text
16
+ intensity
17
+ ^ ___/\ <- climax (hardest, last)
18
+ | ___/\ ___/\ /
19
+ | __/\ / \ __/\ / \___/
20
+ | __/ \/ \__/ \/ <- breathers (valleys)
21
+ +---------------------------------------------> time
22
+ intro peak rest peak rest build climax
23
+ ```
24
+
25
+ Two failure shapes to avoid:
26
+
27
+ - **Flat-high** — sustained maximum intensity. The player fatigues and the peaks
28
+ stop reading as peaks; it flattens into undifferentiated noise. This is the
29
+ most common "my level is exhausting / boring despite lots of action" cause.
30
+ - **Flat-low** — long stretches with no tension or stimulus. Reads as padding
31
+ and boredom even if each individual moment is competent.
32
+
33
+ Draw this graph *before* building encounters; it tells you where fights go and
34
+ how long the gaps between them should be.
35
+
36
+ ## The breather (safe room)
37
+
38
+ After each peak, a valley: a **safe room** with no threat, low stimulus, and
39
+ usually a save point and/or restock. The breather does three jobs:
40
+
41
+ 1. **Lets adrenaline drop** so the next peak spikes instead of blending in.
42
+ (Halo's cadence is often described as "thirty seconds of fun" on repeat — the
43
+ calm between is what makes the fun read.)
44
+ 2. **Rewards observation** — a quiet room is where lore, a secret, or a vista
45
+ lands, because the player has attention to spare.
46
+ 3. **Sets up the next escalation** — telegraph what's coming (a locked blast
47
+ door, distant sound, a corpse) so the next peak feels earned, not random.
48
+
49
+ Vary breather length with the peak that preceded it: a brutal fight earns a
50
+ longer rest; a light skirmish gets a short beat.
51
+
52
+ ## Difficulty curve within a level
53
+
54
+ The macro trend is up, but it **resets at checkpoints** — the sawtooth again.
55
+ Let the player re-enter a checkpoint competent and confident, then ramp. A curve
56
+ that only climbs with no resets feels punishing; one that never climbs feels
57
+ trivial. Signposting difficulty (a visibly tougher enemy, a bigger arena) lets
58
+ the player brace, which is fairer than a surprise spike.
59
+
60
+ ## Encounter design
61
+
62
+ An **encounter = enemy composition × space × objective × available resources.**
63
+ Change any single factor to create a fresh encounter without new assets:
64
+
65
+ - **Composition** — which enemy types, how many, in what waves.
66
+ - **Space** — the arena shape (below); the same enemies feel new in a new arena.
67
+ - **Objective** — kill all / survive N seconds / reach the exit / protect / hold
68
+ ground / retreat. The objective reshapes how the space is used.
69
+ - **Resources** — ammo, health, cover, high ground the player can seize.
70
+
71
+ ### The encounter template
72
+
73
+ ```text
74
+ ENCOUNTER — <name>
75
+ Teaches / tests ..... which mechanic or threat (and which of I/D/T/C beat)
76
+ Space ............... arena shape, sightline length, cover, flanks, verticality
77
+ Composition ......... enemy types + counts + wave timing
78
+ Objective ........... win condition (kill / survive / reach / hold / escort)
79
+ Resources ........... ammo/health/cover/high-ground and where they sit
80
+ Entry / exit ........ how the player arrives (telegraph) and leaves (release valve)
81
+ Intensity ........... where this sits on the level's graph (peak height)
82
+ ```
83
+
84
+ ## Introduce -> develop -> twist -> combine
85
+
86
+ The four-beat progression that teaches a new element through space, without
87
+ text. (The pattern behind Portal's test chambers, Half-Life 2's set-pieces, and
88
+ much Nintendo level craft.)
89
+
90
+ 1. **Introduce** — meet it where it cannot hurt you. A turret across a safe gap;
91
+ one tile of the new hazard with a wall to watch from. Zero-risk learning.
92
+ 2. **Develop** — use it for real, low stakes. The turret now guards a corridor
93
+ you must cross; the hazard is a gap you must jump.
94
+ 3. **Twist** — recontextualize it. Two turrets flanking; the turret behind glass
95
+ you must lure enemies past; the hazard now moves. The rule you learned bends.
96
+ 4. **Combine** — the mastery test: the new element + everything learned earlier,
97
+ at full intensity, as the section's climax.
98
+
99
+ ### Worked example — a "gravity plate" that flings the player upward
100
+
101
+ - **Introduce**: one plate in a safe room; step on it, get flung to a ledge with
102
+ a reward. No threat. Player learns "plate = launch."
103
+ - **Develop**: cross a pit by chaining two plates — miss and you just fall back,
104
+ retry. Low stakes, real use.
105
+ - **Twist**: a plate launches you *into* a turret's line of fire — now you must
106
+ time the launch, or use the plate to reach the turret's flank.
107
+ - **Combine**: an arena where plates are the only way to reach high cover, under
108
+ fire, while enemies also use them. Everything at once.
109
+
110
+ ## Arena shape — the geometry is the difficulty knob
111
+
112
+ The shape a fight happens in matters as much as the enemies:
113
+
114
+ - **Sightline length ↔ threat range.** Long lanes favor ranged play and
115
+ sniping; tight rooms favor shotguns/melee and force close engagements. Set the
116
+ lane length to the range you want to be dominant.
117
+ - **Cover rhythm.** Space cover so the player *advances in beats* — peek, move,
118
+ peek — rather than turtling in one spot. Low cover (peek over) vs full cover
119
+ (peek around) change the fight's tempo.
120
+ - **Flanks.** Give at least one flank route so a fight isn't a static peek-war;
121
+ a flank forces the player to move and makes the space three-dimensional in
122
+ play, not just in geometry.
123
+ - **Verticality.** High ground is pressure and reward. The Doom (2016) arena
124
+ is the reference: multi-tier, with resources and enemies placed to pull the
125
+ player *through* and *up* the space rather than hunker in a corner.
126
+ - **Chokepoints + release valves.** A choke concentrates danger (good for a
127
+ last stand); always pair it with an exit or a way to break the standoff, or
128
+ the fight stalls into a stalemate.
129
+ - **Entry and exit.** Telegraph the fight before the player commits (see the
130
+ arena from a safe threshold), and give a clear release when it's won.
131
+
132
+ ### Arena patterns
133
+
134
+ | Pattern | Shape | Good for |
135
+ |---|---|---|
136
+ | **Corridor / lane** | Long, narrow, few flanks | Tension, forced pace, ranged duels |
137
+ | **Open arena** | Wide, multi-cover, multi-flank | Skill expression, mobile fights |
138
+ | **Vertical arena** | Stacked tiers, ramps/lifts | High-ground contests, push-forward combat |
139
+ | **Hub** | Central space, spokes off it | Wave defense, "hold ground" objectives |
140
+ | **Pinch** | Wide → choke → wide | Escalation, last-stand beats |
141
+
142
+ Match the pattern to the encounter's job on the intensity graph, not to habit.