@funpixel/tools 0.0.0-stage → 0.1.0
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- package/LICENSE +115 -0
- package/NOTICE +28 -0
- package/README.md +110 -2
- package/bench/LICENSE +674 -0
- package/bench/README.md +10 -0
- package/bench/entrypoint.py +94 -0
- package/bench/handlers/__init__.py +53 -0
- package/bench/handlers/apply_skin.py +192 -0
- package/bench/handlers/apply_texture.py +195 -0
- package/bench/handlers/audit_clips.py +351 -0
- package/bench/handlers/author_clips.py +297 -0
- package/bench/handlers/author_motion.py +298 -0
- package/bench/handlers/bake_emissive.py +136 -0
- package/bench/handlers/build_level.py +395 -0
- package/bench/handlers/decimate.py +220 -0
- package/bench/handlers/fit_rig.py +273 -0
- package/bench/handlers/fracture.py +233 -0
- package/bench/handlers/humanoid.py +119 -0
- package/bench/handlers/inspect.py +212 -0
- package/bench/handlers/level_check.py +68 -0
- package/bench/handlers/level_geo.py +150 -0
- package/bench/handlers/level_proof.py +117 -0
- package/bench/handlers/level_props.py +135 -0
- package/bench/handlers/lod.py +83 -0
- package/bench/handlers/merge_clips.py +122 -0
- package/bench/handlers/mirror_limb.py +336 -0
- package/bench/handlers/motion_specs.json +11 -0
- package/bench/handlers/normalize_materials.py +182 -0
- package/bench/handlers/normalize_transform.py +174 -0
- package/bench/handlers/prune_clips.py +141 -0
- package/bench/handlers/raster.py +98 -0
- package/bench/handlers/render.py +239 -0
- package/bench/handlers/render_views.py +101 -0
- package/bench/handlers/retarget_clips.py +185 -0
- package/bench/handlers/scene.py +311 -0
- package/bench/handlers/sheet.py +118 -0
- package/bench/handlers/texels.py +176 -0
- package/bench/handlers/views.py +232 -0
- package/dist/api/generated/openapi.js +1 -0
- package/dist/api/http.js +71 -0
- package/dist/api/jobs.js +94 -0
- package/dist/assets/bakeoff.js +61 -0
- package/dist/assets/counts.js +60 -0
- package/dist/assets/gen.js +230 -0
- package/dist/assets/lock.js +77 -0
- package/dist/assets/manifest.js +236 -0
- package/dist/assets/palette-fit.js +99 -0
- package/dist/assets/pixelart.js +192 -0
- package/dist/assets/pixels.js +131 -0
- package/dist/assets/plan.js +169 -0
- package/dist/assets/process.js +209 -0
- package/dist/assets/script.js +194 -0
- package/dist/assets/steps.js +294 -0
- package/dist/bin.js +8 -0
- package/dist/board/board.js +99 -0
- package/dist/cast/library.js +102 -0
- package/dist/cast/measure.js +222 -0
- package/dist/cli.js +2918 -0
- package/dist/clip/clip.js +83 -0
- package/dist/commands/account.js +158 -0
- package/dist/commands/assets-pixels.js +106 -0
- package/dist/commands/assets.js +473 -0
- package/dist/commands/beats.js +77 -0
- package/dist/commands/board.js +162 -0
- package/dist/commands/boxes.js +89 -0
- package/dist/commands/capture-all.js +92 -0
- package/dist/commands/cast.js +84 -0
- package/dist/commands/character.js +58 -0
- package/dist/commands/check.js +404 -0
- package/dist/commands/clip.js +112 -0
- package/dist/commands/compare-takes.js +204 -0
- package/dist/commands/compare-target.js +149 -0
- package/dist/commands/compare.js +117 -0
- package/dist/commands/compose-variations.js +202 -0
- package/dist/commands/compose.js +163 -0
- package/dist/commands/cut.js +13 -0
- package/dist/commands/decide.js +90 -0
- package/dist/commands/depth.js +171 -0
- package/dist/commands/dev.js +138 -0
- package/dist/commands/directions.js +106 -0
- package/dist/commands/doctor.js +281 -0
- package/dist/commands/export.js +88 -0
- package/dist/commands/feedback.js +496 -0
- package/dist/commands/feel.js +144 -0
- package/dist/commands/fidelity.js +95 -0
- package/dist/commands/find.js +116 -0
- package/dist/commands/firstlook.js +138 -0
- package/dist/commands/flow.js +600 -0
- package/dist/commands/framing.js +53 -0
- package/dist/commands/gdd.js +227 -0
- package/dist/commands/gen.js +512 -0
- package/dist/commands/greenlight.js +148 -0
- package/dist/commands/hook.js +171 -0
- package/dist/commands/init.js +234 -0
- package/dist/commands/inspect.js +161 -0
- package/dist/commands/job.js +41 -0
- package/dist/commands/jobs.js +87 -0
- package/dist/commands/journal.js +58 -0
- package/dist/commands/journey.js +228 -0
- package/dist/commands/judge.js +191 -0
- package/dist/commands/lanes.js +571 -0
- package/dist/commands/lessons.js +74 -0
- package/dist/commands/life.js +134 -0
- package/dist/commands/login.js +134 -0
- package/dist/commands/look-3d.js +105 -0
- package/dist/commands/look-fit.js +116 -0
- package/dist/commands/look-hud.js +180 -0
- package/dist/commands/look-read.js +162 -0
- package/dist/commands/look-sheet.js +152 -0
- package/dist/commands/look-theme.js +136 -0
- package/dist/commands/look.js +373 -0
- package/dist/commands/loop.js +112 -0
- package/dist/commands/loudness.js +69 -0
- package/dist/commands/mobile-qa.js +119 -0
- package/dist/commands/model.js +256 -0
- package/dist/commands/models.js +93 -0
- package/dist/commands/motion.js +305 -0
- package/dist/commands/next.js +72 -0
- package/dist/commands/note.js +294 -0
- package/dist/commands/optimize.js +212 -0
- package/dist/commands/owner.js +109 -0
- package/dist/commands/pack.js +66 -0
- package/dist/commands/parts.js +635 -0
- package/dist/commands/phone.js +398 -0
- package/dist/commands/pick.js +146 -0
- package/dist/commands/pitch.js +205 -0
- package/dist/commands/places.js +89 -0
- package/dist/commands/play.js +368 -0
- package/dist/commands/playable.js +51 -0
- package/dist/commands/playtest.js +262 -0
- package/dist/commands/profile.js +292 -0
- package/dist/commands/progress.js +537 -0
- package/dist/commands/publish.js +165 -0
- package/dist/commands/reach.js +72 -0
- package/dist/commands/reel.js +177 -0
- package/dist/commands/review.js +112 -0
- package/dist/commands/rooms.js +180 -0
- package/dist/commands/schema.js +29 -0
- package/dist/commands/score.js +326 -0
- package/dist/commands/serve.js +67 -0
- package/dist/commands/setup.js +254 -0
- package/dist/commands/sim.js +179 -0
- package/dist/commands/simulator.js +154 -0
- package/dist/commands/smoke-build.js +305 -0
- package/dist/commands/smoke.js +37 -0
- package/dist/commands/spec.js +114 -0
- package/dist/commands/store.js +154 -0
- package/dist/commands/test.js +104 -0
- package/dist/commands/trailer.js +255 -0
- package/dist/commands/unity-editor.js +322 -0
- package/dist/commands/unity-player.js +672 -0
- package/dist/commands/unity.js +198 -0
- package/dist/commands/upgrade.js +186 -0
- package/dist/commands/variety.js +108 -0
- package/dist/commands/verify.js +293 -0
- package/dist/commands/walk.js +449 -0
- package/dist/commands/widen.js +133 -0
- package/dist/commands/world.js +175 -0
- package/dist/commands/wow.js +143 -0
- package/dist/commands/zero.js +71 -0
- package/dist/compose/adsheet.js +61 -0
- package/dist/compose/contract.js +248 -0
- package/dist/compose/facts.js +81 -0
- package/dist/compose/hyperframes.js +102 -0
- package/dist/compose/page.js +216 -0
- package/dist/compose/probe.js +160 -0
- package/dist/compose/run.js +170 -0
- package/dist/compose/sheet.js +92 -0
- package/dist/compose/starters.js +247 -0
- package/dist/compose/variations.js +203 -0
- package/dist/criteria.js +35 -0
- package/dist/depth/experience.js +61 -0
- package/dist/depth/fill.js +102 -0
- package/dist/depth/inventory.js +161 -0
- package/dist/depth/pacing.js +173 -0
- package/dist/depth/story.js +97 -0
- package/dist/dev/devtools.js +119 -0
- package/dist/dev/hold.js +46 -0
- package/dist/dev/lan.js +15 -0
- package/dist/dev/open.js +30 -0
- package/dist/dev/qr.js +124 -0
- package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
- package/dist/devtools/LICENSES/preact.LICENSE +21 -0
- package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
- package/dist/devtools/LICENSES/three.LICENSE +21 -0
- package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
- package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
- package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
- package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
- package/dist/direct/moves.js +234 -0
- package/dist/direct/read.js +59 -0
- package/dist/direct/round.js +80 -0
- package/dist/doctor/host.js +245 -0
- package/dist/doctor/unity-checks.js +380 -0
- package/dist/doctor/unity-history.js +605 -0
- package/dist/doctor/unity-host.js +160 -0
- package/dist/doctor/unity-import-rules.js +874 -0
- package/dist/doctor/unity-meta.js +225 -0
- package/dist/doctor/unity-project.js +297 -0
- package/dist/doctor/unity.js +171 -0
- package/dist/export/export.js +165 -0
- package/dist/export/metadata.js +25 -0
- package/dist/export/runtime.js +119 -0
- package/dist/export/scan.js +78 -0
- package/dist/export/select.js +193 -0
- package/dist/export/strip.js +42 -0
- package/dist/feedback/ab.js +95 -0
- package/dist/feedback/auto.js +44 -0
- package/dist/feedback/learn.js +255 -0
- package/dist/feedback/measure.js +49 -0
- package/dist/feedback/page.js +66 -0
- package/dist/feel/feedback.js +85 -0
- package/dist/feel/judge.js +420 -0
- package/dist/feel/run.js +185 -0
- package/dist/feel/spec.js +124 -0
- package/dist/feel/sweep.js +156 -0
- package/dist/fidelity/consistency.js +205 -0
- package/dist/fidelity/match.js +675 -0
- package/dist/fidelity/run.js +107 -0
- package/dist/find/keywords.js +97 -0
- package/dist/find/names.js +45 -0
- package/dist/find/route.js +59 -0
- package/dist/firstlook/quality.js +261 -0
- package/dist/firstlook/render.js +111 -0
- package/dist/firstlook/set.js +218 -0
- package/dist/flow/flow.js +455 -0
- package/dist/flow/look.js +139 -0
- package/dist/frame/behaviour.js +53 -0
- package/dist/frame/clock.js +117 -0
- package/dist/frame/contract.js +111 -0
- package/dist/frame/genre.js +65 -0
- package/dist/frame/idle.js +58 -0
- package/dist/frame/opening.js +171 -0
- package/dist/frames/loop.js +52 -0
- package/dist/frames/sheet.js +69 -0
- package/dist/gdd/book.js +483 -0
- package/dist/gdd/chapters.js +71 -0
- package/dist/gdd/design.js +135 -0
- package/dist/gdd/doc.js +32 -0
- package/dist/gdd/levelmap.js +428 -0
- package/dist/gdd/measures.js +477 -0
- package/dist/gdd/page.js +111 -0
- package/dist/gdd/rubric.js +250 -0
- package/dist/gdd/size.js +83 -0
- package/dist/gdd/tiers.js +148 -0
- package/dist/gdd/world.js +98 -0
- package/dist/gdd/worth.js +507 -0
- package/dist/gen/kinds.js +451 -0
- package/dist/gen/local/doctor.js +25 -0
- package/dist/gen/local/index.js +3 -0
- package/dist/gen/local/kokoro.js +334 -0
- package/dist/gen/local/master.js +248 -0
- package/dist/gen/local/provider.js +65 -0
- package/dist/gen/local/voice-rules.js +156 -0
- package/dist/gen/models.generated.js +469 -0
- package/dist/gen/models.js +53 -0
- package/dist/gen/prompt-lint.js +35 -0
- package/dist/gen/record.js +73 -0
- package/dist/gen/save.js +101 -0
- package/dist/gen/title.js +55 -0
- package/dist/gen/unity.js +334 -0
- package/dist/goals/goals.js +204 -0
- package/dist/goals/run.js +90 -0
- package/dist/greenlight/ambition.js +42 -0
- package/dist/greenlight/bible.js +138 -0
- package/dist/greenlight/lock.js +48 -0
- package/dist/greenlight/match.js +19 -0
- package/dist/greenlight/md.js +82 -0
- package/dist/greenlight/page.js +100 -0
- package/dist/greenlight/pitches.js +66 -0
- package/dist/greenlight/worth.js +90 -0
- package/dist/guidance.js +24 -0
- package/dist/init/bare.js +114 -0
- package/dist/init/git.js +56 -0
- package/dist/init/starter.js +166 -0
- package/dist/init/starters.js +179 -0
- package/dist/inspect/describe.js +125 -0
- package/dist/inspect/devserver.js +40 -0
- package/dist/journey/diff.js +74 -0
- package/dist/journey/from-round.js +44 -0
- package/dist/journey/record.js +76 -0
- package/dist/journey/run.js +139 -0
- package/dist/journey/script.js +223 -0
- package/dist/judge/common.js +60 -0
- package/dist/judge/identity.js +68 -0
- package/dist/judge/sources.js +37 -0
- package/dist/judge/structure.js +59 -0
- package/dist/keys/device.js +145 -0
- package/dist/keys/store.js +167 -0
- package/dist/lanes/fence.js +108 -0
- package/dist/lanes/gate.js +123 -0
- package/dist/lanes/lanes.js +355 -0
- package/dist/lanes/union.js +62 -0
- package/dist/lanes/where.js +49 -0
- package/dist/lessons/motifs.js +97 -0
- package/dist/lessons/store.js +56 -0
- package/dist/look/anim.js +206 -0
- package/dist/look/boxes.js +209 -0
- package/dist/look/dressing.js +24 -0
- package/dist/look/feedback.js +50 -0
- package/dist/look/fit.js +123 -0
- package/dist/look/held.js +92 -0
- package/dist/look/hook.js +169 -0
- package/dist/look/hud.js +189 -0
- package/dist/look/image-io.js +50 -0
- package/dist/look/life.js +96 -0
- package/dist/look/light.js +42 -0
- package/dist/look/look.js +85 -0
- package/dist/look/loops.js +108 -0
- package/dist/look/made-of.js +242 -0
- package/dist/look/moments.js +32 -0
- package/dist/look/motion.js +44 -0
- package/dist/look/phone-play.js +142 -0
- package/dist/look/player.js +32 -0
- package/dist/look/png.js +117 -0
- package/dist/look/readability.js +100 -0
- package/dist/look/roles.js +109 -0
- package/dist/look/sheet.js +104 -0
- package/dist/look/theme.js +278 -0
- package/dist/look/touch.js +129 -0
- package/dist/look/ui-style.js +102 -0
- package/dist/machine/procs.js +117 -0
- package/dist/managed.js +15 -0
- package/dist/mcp/hosted.js +174 -0
- package/dist/mcp/models.generated.js +538 -0
- package/dist/mcp/models.js +35 -0
- package/dist/mcp/server.js +329 -0
- package/dist/memory/decisions.js +138 -0
- package/dist/memory/journal.js +108 -0
- package/dist/model/bench.js +83 -0
- package/dist/model/blender.js +106 -0
- package/dist/model/clips.js +34 -0
- package/dist/model/finalize.js +33 -0
- package/dist/motion/checks.js +173 -0
- package/dist/motion/contract.js +177 -0
- package/dist/motion/encode.js +37 -0
- package/dist/motion/render.js +167 -0
- package/dist/motion/starter.js +54 -0
- package/dist/optimize/check.js +29 -0
- package/dist/optimize/helper.js +80 -0
- package/dist/owner/bar.js +285 -0
- package/dist/owner/match.js +105 -0
- package/dist/pack/build.js +97 -0
- package/dist/pack/deps.js +28 -0
- package/dist/pack/leaks.js +77 -0
- package/dist/pack/limits.js +51 -0
- package/dist/pack/report.js +35 -0
- package/dist/phone/baguette.js +139 -0
- package/dist/phone/listen.js +65 -0
- package/dist/pipeline/pipeline.js +929 -0
- package/dist/plan/actions.js +18 -0
- package/dist/plan/notes.js +15 -0
- package/dist/play/clock.js +40 -0
- package/dist/play/condition.js +45 -0
- package/dist/play/frames.js +60 -0
- package/dist/play/input.js +118 -0
- package/dist/play/pointer.js +21 -0
- package/dist/play/report.js +124 -0
- package/dist/play/server.js +274 -0
- package/dist/play/session.js +231 -0
- package/dist/play/steps.js +192 -0
- package/dist/playable/build.js +90 -0
- package/dist/playable/cta.js +88 -0
- package/dist/playable/networks.js +33 -0
- package/dist/playable/scan.js +46 -0
- package/dist/playtest/after-round.js +60 -0
- package/dist/playtest/assemble.js +168 -0
- package/dist/playtest/experience-run.js +69 -0
- package/dist/playtest/experience.js +77 -0
- package/dist/playtest/facts.js +90 -0
- package/dist/playtest/fidelity.js +179 -0
- package/dist/playtest/history.js +115 -0
- package/dist/playtest/hits.js +48 -0
- package/dist/playtest/hosted.js +98 -0
- package/dist/playtest/keep.js +110 -0
- package/dist/playtest/ledger.js +77 -0
- package/dist/playtest/length.js +113 -0
- package/dist/playtest/measure.js +181 -0
- package/dist/playtest/mobile-qa.js +391 -0
- package/dist/playtest/mockups.js +198 -0
- package/dist/playtest/moments.js +28 -0
- package/dist/playtest/prepare.js +162 -0
- package/dist/playtest/rank.js +184 -0
- package/dist/playtest/report.js +209 -0
- package/dist/playtest/route.js +139 -0
- package/dist/playtest/seats.js +128 -0
- package/dist/playtest/sheet.js +38 -0
- package/dist/playtest/stop.js +54 -0
- package/dist/playtest/stuck.js +47 -0
- package/dist/production/contract.js +61 -0
- package/dist/production/mirror.js +96 -0
- package/dist/production/tier.js +66 -0
- package/dist/profile/compare.js +171 -0
- package/dist/progress/answers.js +35 -0
- package/dist/progress/holds.js +106 -0
- package/dist/progress/notify.js +25 -0
- package/dist/progress/progress.js +300 -0
- package/dist/publish/build.js +54 -0
- package/dist/publish/folder.js +106 -0
- package/dist/publish/funpixel.js +96 -0
- package/dist/publish/hosts.js +48 -0
- package/dist/reach/envelope.js +111 -0
- package/dist/reach/load.js +84 -0
- package/dist/reach/side.js +320 -0
- package/dist/reach/spec3d.js +338 -0
- package/dist/reach/tiles.js +163 -0
- package/dist/reel/encode.js +34 -0
- package/dist/reel/tour.js +81 -0
- package/dist/relay/bots.js +62 -0
- package/dist/relay/bridge.js +54 -0
- package/dist/relay/local.js +82 -0
- package/dist/relay/redis.js +40 -0
- package/dist/review/audio.js +72 -0
- package/dist/review/ledger.js +60 -0
- package/dist/review/media.js +114 -0
- package/dist/review/model.js +348 -0
- package/dist/review/picture.js +113 -0
- package/dist/review/specs.js +134 -0
- package/dist/review/video.js +248 -0
- package/dist/schema/game.js +308 -0
- package/dist/score/comfort.js +79 -0
- package/dist/score/light.js +62 -0
- package/dist/score/measure.js +386 -0
- package/dist/score/vision.js +59 -0
- package/dist/serve/webgl.js +415 -0
- package/dist/setup/lsp.js +42 -0
- package/dist/sim/curve.js +122 -0
- package/dist/sim/judge.js +240 -0
- package/dist/sim/skeleton.js +65 -0
- package/dist/simulator/lease.js +159 -0
- package/dist/simulator/orient.js +57 -0
- package/dist/simulator/screen.js +113 -0
- package/dist/simulator/simctl.js +79 -0
- package/dist/smoke/art.js +20 -0
- package/dist/smoke/checks.js +165 -0
- package/dist/smoke/logic.js +73 -0
- package/dist/smoke/orphans.js +78 -0
- package/dist/smoke/palette.js +16 -0
- package/dist/smoke/sources.js +36 -0
- package/dist/sound/beats.js +95 -0
- package/dist/sound/loudness.js +94 -0
- package/dist/spec/extract.js +123 -0
- package/dist/spec/lint.js +261 -0
- package/dist/spec/presets.js +30 -0
- package/dist/spec/rooms.js +188 -0
- package/dist/spec/scaffold.js +457 -0
- package/dist/spec/sections.js +16 -0
- package/dist/spec/tunables.js +74 -0
- package/dist/stage/harnessignore.js +90 -0
- package/dist/stage/stage.js +57 -0
- package/dist/stage/tar.js +41 -0
- package/dist/status/board.js +172 -0
- package/dist/status/file.js +112 -0
- package/dist/status/inbox.js +55 -0
- package/dist/status/status.js +311 -0
- package/dist/store/answers.js +47 -0
- package/dist/store/doctor.js +120 -0
- package/dist/store/images.js +65 -0
- package/dist/store/init.js +101 -0
- package/dist/store/lint.js +392 -0
- package/dist/store/plan.js +133 -0
- package/dist/store/sdks.js +107 -0
- package/dist/studio/forks.js +93 -0
- package/dist/studio/pitch.js +294 -0
- package/dist/studio/widen.js +212 -0
- package/dist/suite/node-run.js +81 -0
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- package/templates/common/.agents/skills/funpixel-store/references/purchases-and-review.md +74 -0
- package/templates/common/.agents/skills/funpixel-store/references/readiness-page.md +24 -0
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- package/templates/common/src/input.ts +70 -0
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- package/templates/common/src/levels.ts +43 -0
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- package/templates/common/src/save.ts +21 -0
- package/templates/common/src/screens.css +34 -0
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- package/templates/common/src/selftests.ts +22 -0
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- package/templates/common/src/splash.css +15 -0
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- package/templates/pixi/src/world-hud.ts +16 -0
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- package/templates/spec/common/src/probe-rooms.ts +63 -0
- package/templates/spec/common/src/room-map.tsx +30 -0
- package/templates/spec/common/src/tune.ts +93 -0
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- package/templates/three/src/world-hud.ts +22 -0
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- package/templates/three-world/src/cutout-atlas.ts +26 -0
- package/templates/three-world/src/cutout-math.ts +47 -0
- package/templates/three-world/src/cutouts.ts +99 -0
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- package/templates/three-world/src/feel.ts +79 -0
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- package/templates/three-world/src/juice.ts +91 -0
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- package/templates/three-world/src/light-math.ts +78 -0
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- package/templates/three-world/src/look.json +30 -0
- package/templates/three-world/src/main.tsx +38 -0
- package/templates/three-world/src/models.ts +62 -0
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- package/templates/three-world/src/pose.ts +22 -0
- package/templates/three-world/src/post.ts +47 -0
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- package/templates/three-world/src/rules.ts +89 -0
- package/templates/three-world/src/screens.css +45 -0
- package/templates/three-world/src/screens.tsx +96 -0
- package/templates/three-world/src/selftests.ts +25 -0
- package/templates/three-world/src/session.ts +99 -0
- package/templates/three-world/src/shots.ts +59 -0
- package/templates/three-world/src/sky.ts +48 -0
- package/templates/three-world/src/stage.ts +83 -0
- package/templates/three-world/src/styles.css +95 -0
- package/templates/three-world/src/surfaces.ts +55 -0
- package/templates/three-world/src/world.ts +70 -0
- package/templates/three-world/test/feel.json +29 -0
- package/templates/three-world/test/probes.ts +65 -0
- package/templates/three-world/test/resolve.mjs +13 -0
- package/templates/three-world/test/rules.test.ts +81 -0
- package/unity/com.funpixel.probe/Editor/Funpixel.Probe.Editor.asmdef +16 -0
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# Load time and frame time, without touching the look
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A game that takes twenty seconds to start, or freezes for one, loses players before the first
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minute. Most of that time is work done at the wrong moment or drawn for nobody: a whole game
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decoded before the title, a model drawn while off screen. Fixing it rarely needs a smaller
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texture or a simpler model.
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## The rule: change when and how things load and draw, never what is seen
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visible cut would help, keep the look, report the number and let the owner choose (rule 7).
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a still of each view. The stills match.
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- Anything streamed in later is ready before the player reaches it; when it is not, the game says
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so (a short wait card, never a pop-in).
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- A compressed texture format (KTX2) is checked side by side with its source, and the source
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format stays wherever the compressed one looks worse.
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- New content may choose its own cheap behaviour (an obstacle that rises out of the road as the
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player nears it): nothing that already existed changed.
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60 ms). `npx @funpixel/tools profile --throttle 4 --viewport phone` gives the frame;
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`npx @funpixel/tools phone` runs the game in Mobile Safari on a simulator.
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- For loading: the time to Play, the bytes fetched before it, every long task, and a CPU profile of
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the load.
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- Builds are compared alternately (A, B, A, B), never one run each: a throttled machine varies more
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than most fixes save. Other work on the machine skews every number; say what else was running.
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- A profile of a view that moves is not a benchmark: what reaches the screen during the sample
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changes the count. Pin the camera, or say what was on screen.
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cost: there, read draw calls, triangles and the CPU stages, not milliseconds.
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## Find where the frame goes, before changing anything
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culling, render submit), keep a running average and the worst case, and read them as
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share and the renderer's CPU side the rest, the work is in draw calls, state changes and
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compiling.
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`createImageBitmap` (off the main thread). Warm up in slices: a few texture uploads and
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`renderer.compileAsync` calls (with `KHR_parallel_shader_compile`) per frame, only for the render
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targets the scene really uses. Mesh merges, lightmaps and environment maps run as sliced async
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steps too.
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chunk per level, and a low fetch priority for audio and models needed later.
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fix is `frustumCulled = false`, and then it is drawn everywhere, in the main pass and the shadow
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pass. Give each a root bounding sphere large enough to cover its shadow and cull by that. Audit
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every `frustumCulled = false`.
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draw there.
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sees them, and each is a second draw of the mesh.
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sprite per particle.
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calls, three more in the shadow pass, times every copy; remap its UVs so one material serves.
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the batch wins. Measure which.
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- A fix that would show at all (dropping small shadows) is the owner's to decide.
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## Worked examples
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- The per-stage frame budget: Knockout Lap's `src/game/prof.ts`, with its marks in
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`src/game/loop.ts` (private repository; copy the approach). It reads as `window.__FPX_PROF__()`
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and on screen behind `#prof`.
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- Measuring a load: Gallery Heist's repository (private; copy the approach, not a dependency) keeps
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the measuring scripts in `game/tools/perf/`: `phone-load.mjs` (the throttled load: time to Play,
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bytes before it, long tasks and 20 s of play, as one JSON line), `phone-ab.sh` (builds
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alternated), `phone-profile.mjs` (a CPU profile of the load) and `gpu-mem.mjs` with `gputrack.js`
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(the biggest GPU textures per room). They take playwright-core from the game's own `node_modules`.
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# Pixi 8 contracts
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Each of these builds cleanly and breaks the game or the checks when missed.
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4
|
+
|
|
5
|
+
- `import * as PIXI from 'pixi.js'`. Never a window global or a CDN script.
|
|
6
|
+
- Initialisation is async: `const app = new PIXI.Application(); await app.init({ … })`, then mount
|
|
7
|
+
`app.canvas`. Set `window.__PIXI_APP__ = app` after `init`, so verify and the inspector can find
|
|
8
|
+
the stage.
|
|
9
|
+
- Every display object gets a `.label` (lowercase with underscores). Pixi's lookups read `.label`,
|
|
10
|
+
not `.name`, and an unlabelled player cannot be found by a check's `subject`.
|
|
11
|
+
- dt in seconds: `app.ticker.add((t) => game.update(Math.min(t.deltaMS / 1000, 0.1)))`.
|
|
12
|
+
`ticker.deltaTime` is a frame ratio, and `dt * (1000 / 60)` is the same mistake.
|
|
13
|
+
- Resize with `setupGameResize((w, h) => { app.renderer.resize(w, h); layout(w, h); })`, not
|
|
14
|
+
`resizeTo: window`.
|
|
15
|
+
- `FillGradient` takes the options form `{ type, start, end, colorStops }` in local 0 to 1 space;
|
|
16
|
+
the positional constructor renders a flat slab in 8.5 and later.
|
|
17
|
+
- Remove a child with `container.removeChild(sprite)`. A `Container` has no `.contains()`; that is
|
|
18
|
+
a DOM method and throws.
|
|
19
|
+
- Many similar sprites: one `ParticleContainer` or one atlas-backed batch per family. Three or more
|
|
20
|
+
sprites in a scene means pack an atlas before writing the loading code, because the atlas
|
|
21
|
+
changes how you load (skill `funpixel-art`).
|
|
22
|
+
- Move the world container for the camera, never the player; the HUD lives in a sibling container
|
|
23
|
+
or in the DOM so it never moves.
|
|
24
|
+
- Round the world container's position to whole pixels for pixel art, or it shimmers.
|
|
25
|
+
- Animate scale by multiplying a stored `baseScale`, never by assigning `scale` directly: two
|
|
26
|
+
overlapping "pop" tweens otherwise leave a sprite permanently enlarged.
|
|
@@ -0,0 +1,102 @@
|
|
|
1
|
+
# Replaying a run, and proving a split
|
|
2
|
+
|
|
3
|
+
Two options for a game whose rules already step from input (skill `funpixel-game-logic`: seeded,
|
|
4
|
+
engine-free, a fixed step): keep a run as data and play it back frame by frame, and prove a
|
|
5
|
+
refactor changed nothing a player sees. Both are lessons from one game, Held Note (a third-person
|
|
6
|
+
3D horror chapter in three.js, September 2026, hand-iterated over many agent sessions), gathered by
|
|
7
|
+
the Held Note lane. No first-try action game has tested them yet; read them as options with the
|
|
8
|
+
reasons they earned, not as a procedure.
|
|
9
|
+
|
|
10
|
+
## What the kit already does
|
|
11
|
+
|
|
12
|
+
Point at these before building anything:
|
|
13
|
+
|
|
14
|
+
- `npx @funpixel/tools journey` keeps a player's path through the real controls as a script,
|
|
15
|
+
replays it on one seed, holds the clock at each mark and sets the run beside the last one (skill
|
|
16
|
+
`funpixel-verify`, `references/journeys.md`). `feel --journey` traces every frame of it.
|
|
17
|
+
- The scaffold's `replayTo(game, policy, seed, seconds)` (`src/probe-kit.ts`, the kit `sim` runs)
|
|
18
|
+
plays a bot's run of the rules to a second, which is how a moment view reaches a payoff the game
|
|
19
|
+
really reaches (skill `funpixel-game-logic`, `references/probes.md`).
|
|
20
|
+
- `capture --all`, then `compare --baseline` before a change and `compare` after, sets each view's
|
|
21
|
+
before beside its after and says how much of it changed.
|
|
22
|
+
- `profile --compare` reads a run against the last run made the same way.
|
|
23
|
+
|
|
24
|
+
What they do not do: stop a long 3D run on one exact frame, every time, and step it a frame at a
|
|
25
|
+
time. That part is the game's own hook, below.
|
|
26
|
+
|
|
27
|
+
## A run as data: recorded intents
|
|
28
|
+
|
|
29
|
+
If the sim advances one fixed step per intent (what the hands asked for this step: move, aim,
|
|
30
|
+
dodge), a run is the list of intents plus the seed and any setting that changes the sim. Replaying
|
|
31
|
+
it means feeding that list instead of live input.
|
|
32
|
+
|
|
33
|
+
- **Held Note's shape.** Its chapter bots produce intents; a small script wrote a bot run's intents
|
|
34
|
+
to JSON, and the game read them from a window global in place of the controls, through the real
|
|
35
|
+
renderer, camera and sound. One test made the replay trustworthy:
|
|
36
|
+
`same_seed_same_inputs_same_events` plays a bot's intents again on a fresh sim with the same seed
|
|
37
|
+
and asserts the same event list and the same final snapshot.
|
|
38
|
+
- **Record everything that changes the sim.** An assist setting (the automatic dodge side) changed
|
|
39
|
+
what a step did; turning it on by default silently broke every recorded replay. The game now
|
|
40
|
+
turns the assist off whenever a replay runs. Store such settings with the recording.
|
|
41
|
+
- **Re-record after a sim change.** A recording holds intents, not positions: a tuned run speed
|
|
42
|
+
moves where she stands when the next intent arrives, and the replay drifts. The symptom Held
|
|
43
|
+
Note learned to read: a still of her staring at a wall is usually a stale recording.
|
|
44
|
+
- **A recorder in the game.** A key saves a person's run the same way, with its long frames,
|
|
45
|
+
camera jumps and errors marked. Held Note's note says a human run beats any bot for feel; when it
|
|
46
|
+
was written, no human run had been replayed yet.
|
|
47
|
+
|
|
48
|
+
## Film mode: the same frame every time
|
|
49
|
+
|
|
50
|
+
A flag stops the page's own clock, and a hook advances the one loop by a fixed step and renders:
|
|
51
|
+
|
|
52
|
+
```ts
|
|
53
|
+
const w = window as unknown as { __FILM__?: boolean; __TICK__?: (dt: number) => void };
|
|
54
|
+
let filmT = 0, last = performance.now();
|
|
55
|
+
w.__TICK__ = (dt) => { filmT += dt; game.frame(dt, filmT); }; // the same update the loop calls
|
|
56
|
+
function loop(now: number) {
|
|
57
|
+
if (!w.__FILM__) game.frame(Math.min((now - last) / 1000, 0.1), now / 1000);
|
|
58
|
+
last = now; requestAnimationFrame(loop);
|
|
59
|
+
}
|
|
60
|
+
```
|
|
61
|
+
|
|
62
|
+
Held Note's stills script replayed an intent file, ticked 1/60 s at a time until the sim's clock
|
|
63
|
+
reached each requested second, held the sim for about 20 frames so the camera settled, then shot.
|
|
64
|
+
A still at 36.8 s was the same picture every run, so:
|
|
65
|
+
|
|
66
|
+
- **A moment can be debugged a frame at a time.** Replay to just before it, tick, read
|
|
67
|
+
`__FPX_STATE__` and `funtools inspect --at x,y` on each frame. Held Note's "what is that white
|
|
68
|
+
ball?" was found this way: at one fixed frame, hide one thing at a time (the torch light, the
|
|
69
|
+
enemy, the particles, the beam) until it goes. It was an additive beam seen down its own axis
|
|
70
|
+
(skill `funpixel-art`, `references/frames.md`).
|
|
71
|
+
- **An A/B at a frame only means something if the frame keeps it.** Held Note's torch and emissive
|
|
72
|
+
materials were re-posed every frame, so turning them off in a debug step did nothing, while the
|
|
73
|
+
albedo, which nothing re-set, could be tested. Turn a thing off where the frame reads it from.
|
|
74
|
+
- **Wall-clock work does not follow the film clock.** CSS transitions and timers ran in real time;
|
|
75
|
+
the script waited about a second before shooting screens that used them.
|
|
76
|
+
|
|
77
|
+
This is the spine's one loop and one clock with a second driver, not a second loop.
|
|
78
|
+
|
|
79
|
+
## Proving a refactor or a split
|
|
80
|
+
|
|
81
|
+
Held Note's `sim.ts`, `station.ts` and `game.ts` each grew past 800 to 1,100 lines and were split
|
|
82
|
+
into small modules with typed seams. A split that should change nothing was accepted on four
|
|
83
|
+
agreements, each an option:
|
|
84
|
+
|
|
85
|
+
| Evidence | With the kit |
|
|
86
|
+
|---|---|
|
|
87
|
+
| Golden stills of the same views, pixel-diffed before and after | `capture --all` and `compare --baseline` before; `capture --all` and `compare` after. For a refactor the reading turns over: every view unchanged is the proof, and a changed view is the finding |
|
|
88
|
+
| Identical bot traces | the determinism test above on a recorded run, or `journey replay` on the same seed: the counters at each mark should not move |
|
|
89
|
+
| The tests | `npm test`; a test named after a rule still passing means the rule still holds |
|
|
90
|
+
| An unchanged profile | `profile --compare` against the run made the same way before |
|
|
91
|
+
|
|
92
|
+
`compare` calls a view unchanged below 0.5% of pixels changed. A view that animates, or reads the
|
|
93
|
+
wall clock, can differ between two captures of one build; capture the same build twice first, and
|
|
94
|
+
treat a later difference no larger than that as noise (the same idea as `journey replay --repeat 2`).
|
|
95
|
+
With film mode the stills can be identical to the pixel, and then any difference is real.
|
|
96
|
+
|
|
97
|
+
The case for it, from Held Note: after the game split, the capture hook reached the game through a
|
|
98
|
+
loose cast, the replay cursor and the intro timer had moved, and every capture view silently sat at
|
|
99
|
+
t = 0 behind the opening shot. A blind panel scored that round 4.9 ("no enemy in any capture").
|
|
100
|
+
Typing the seam (no cast) and logging an error when a view misses its beat fixed it; on real
|
|
101
|
+
captures the next panel scored 6.55. Our reading: views compared against their pre-split stills
|
|
102
|
+
would have shown every one changed before any critic saw them.
|
|
@@ -0,0 +1,63 @@
|
|
|
1
|
+
# Room API (`@funpixel/sdk/multiplayer`, SDK 0.6.0)
|
|
2
|
+
|
|
3
|
+
```ts
|
|
4
|
+
import { Room, getGameKey, RoomError } from '@funpixel/sdk/multiplayer';
|
|
5
|
+
|
|
6
|
+
// Joining. All static, all return promises.
|
|
7
|
+
Room.autoJoin(getGameKey(), { game, maxPlayers }) // create-or-join this game's room; the first player hosts
|
|
8
|
+
Room.auto({ game, maxPlayers }) // joins only when the URL has ?room=CODE, else resolves null
|
|
9
|
+
Room.join(code, { username? }) // an existing room of THIS game, by its 8-character code
|
|
10
|
+
// Room.connect is refused for games (the relay answers FORBIDDEN). Never call it.
|
|
11
|
+
|
|
12
|
+
// World state for late joiners and reconnects (the host answers)
|
|
13
|
+
room.provideState(() => state) // host: the snapshot source (the SDK re-asks it on each join)
|
|
14
|
+
room.onState((state) => {}) // everyone: apply a full snapshot
|
|
15
|
+
|
|
16
|
+
// Continuous own state: sampled 20 Hz, sent on change, never echoed
|
|
17
|
+
room.sync(key, () => ({ x, y }))
|
|
18
|
+
room.onSync(key, (peerId, value) => {})
|
|
19
|
+
|
|
20
|
+
// Events: delivered to everyone in the room, the sender included
|
|
21
|
+
room.send(name, data) // discrete events, a few per second; data is a plain object
|
|
22
|
+
room.sendBuffered(name, item) // high-frequency lane, batched; receivers get one callback per item
|
|
23
|
+
room.on(name, (peerId, data) => {}) // peerId === room.playerId on your own echo
|
|
24
|
+
|
|
25
|
+
// Presence and lifecycle
|
|
26
|
+
room.onPlayerJoin((player) => {}) // player: { id, username, isHost }
|
|
27
|
+
room.onPlayerLeave(({ id }) => {})
|
|
28
|
+
room.onHostChange((newHostId, youAreHost) => {})
|
|
29
|
+
room.onDisconnect(() => {}); room.onError((code, message) => {})
|
|
30
|
+
room.onReconnecting((attempt) => {}); room.onReconnect(() => {}); room.onReconnectFailed(() => {})
|
|
31
|
+
room.isHost; room.players /* Map, includes you */; room.playerId; room.code
|
|
32
|
+
room.connected; room.ping; room.maxPlayers; room.playerCount
|
|
33
|
+
room.leave() // also stops the automatic reconnect
|
|
34
|
+
```
|
|
35
|
+
|
|
36
|
+
**Join errors** reject the promise as a `RoomError` with `.code`: `ROOM_FULL`, `NOT_FOUND`,
|
|
37
|
+
`FORBIDDEN`, or an auth failure when no ticket arrived (opened outside a Funpixel host).
|
|
38
|
+
|
|
39
|
+
**Runtime errors** arrive on `onError`: `RATE_LIMITED` (move that send to `sendBuffered`, which
|
|
40
|
+
throttles itself) and `SUPERSEDED` (this connection was replaced: call `room.leave()` and offer a
|
|
41
|
+
Rejoin button).
|
|
42
|
+
|
|
43
|
+
**Payload shapes.** `send('score', 5)` arrives as `{ value: 5 }`; an array arrives as an object
|
|
44
|
+
with keys `0, 1, …`. Wrap values: `send('score', { points: 5 })`. Keys and event names starting
|
|
45
|
+
with `_` (`_sync`, `_evt`, `_batch`, `_state_req`, `_state_snap`) belong to the SDK.
|
|
46
|
+
|
|
47
|
+
**Limits.** 60 messages a second per player plus a burst of 120, the excess dropped silently. A
|
|
48
|
+
state snapshot over about 200 KB is not sent (the SDK logs one warning): keep the world lean.
|
|
49
|
+
|
|
50
|
+
**Keys.** `getGameKey()` reads the host name: the preview or published game's key on Funpixel,
|
|
51
|
+
`'local'` on `localhost`. Pass it through untouched; never invent or hard-code a key.
|
|
52
|
+
|
|
53
|
+
## Reconnects and host migration
|
|
54
|
+
|
|
55
|
+
- **Reconnects.** The SDK reconnects by itself (up to four tries). After it does, the roster is
|
|
56
|
+
replaced without join or leave events: reconcile peers in `onReconnect`. Pause input on
|
|
57
|
+
`onDisconnect`, resume on `onReconnect`, show "connection lost" on `onReconnectFailed`; the
|
|
58
|
+
render loop that was running keeps running (a second one doubles the speed). `SUPERSEDED` means
|
|
59
|
+
this connection was replaced (another tab of the same account, or the owner removed the
|
|
60
|
+
player): `room.leave()` then a Rejoin button, since otherwise the SDK reconnects and steals the
|
|
61
|
+
slot back.
|
|
62
|
+
- **Host migration.** When `onHostChange` says you are the host, register `provideState` and
|
|
63
|
+
every host-only `sync` again from your local mirror, which is why every client keeps one.
|
|
@@ -0,0 +1,40 @@
|
|
|
1
|
+
# Room modes
|
|
2
|
+
|
|
3
|
+
Pick one from the design and say which in the design note. The relay offers one thing: this game's
|
|
4
|
+
shared rooms, filled lowest first, with overflow rooms when one is full. A code brings a friend into
|
|
5
|
+
the room you are in. No mode makes a room private, so never promise privacy in copy or UI.
|
|
6
|
+
|
|
7
|
+
| Mode | When | The player sees |
|
|
8
|
+
|---|---|---|
|
|
9
|
+
| Lobby (default) | Matches with a start: duels, co-op runs, party games | A join button named with the game's own verb, a waiting screen with the players, the host's Start |
|
|
10
|
+
| Invite codes | Playing with friends is the point | Join, plus "Join with code"; the code as a large copyable element; an invite link |
|
|
11
|
+
| Drop-in | A shared world with no matches: a lounge, a sandbox, a persistent board | Nothing: the game joins during loading and others simply appear |
|
|
12
|
+
|
|
13
|
+
## Lobby
|
|
14
|
+
|
|
15
|
+
- The primary button calls `autoJoin`; label it the way a player of this world would say it.
|
|
16
|
+
- The host starts the match with `room.send('game_start', {})`; every client starts on
|
|
17
|
+
`room.on('game_start', …)`, guarded by a local `started` flag.
|
|
18
|
+
- The room code, if shown, carries `data-funpixel-selectable` (or is a real `<input readonly>`), or
|
|
19
|
+
players cannot copy it.
|
|
20
|
+
- Offline: the solo game, never a dead card. It is what verify sees.
|
|
21
|
+
|
|
22
|
+
## Invite codes
|
|
23
|
+
|
|
24
|
+
- Two entries: "Play" (`autoJoin`, which joins this game's shared room) and "Join with code" (a
|
|
25
|
+
real `<input>` into `Room.join(code)`: uppercase, 8 characters, inline "No room with that code"
|
|
26
|
+
on `NOT_FOUND` or `FORBIDDEN`).
|
|
27
|
+
- A URL with `?room=CODE` skips the title: `Room.auto({ game, maxPlayers })` joins directly.
|
|
28
|
+
- After joining, show the code large and selectable with a copy-link button writing
|
|
29
|
+
`${location.origin}${location.pathname}?room=${room.code}`.
|
|
30
|
+
- `ROOM_FULL` on a code join: say the room is full; never drop the player into another room.
|
|
31
|
+
- Game keys stay off while the code input has focus: skip keydown when
|
|
32
|
+
`e.target instanceof HTMLInputElement`.
|
|
33
|
+
|
|
34
|
+
## Drop-in
|
|
35
|
+
|
|
36
|
+
- No lobby, no code, no waiting gate. Call `autoJoin` behind the loading screen and start at once.
|
|
37
|
+
- The world is complete with one player; others appearing or leaving is ambient (a subtle cue,
|
|
38
|
+
never a modal).
|
|
39
|
+
- `ROOM_FULL`: a small "World is full, retrying" toast and a retry every 10 seconds.
|
|
40
|
+
- Any failure: solo play with one small toast. Sharing is the game's URL itself.
|
|
@@ -0,0 +1,114 @@
|
|
|
1
|
+
# The @funpixel/sdk surface
|
|
2
|
+
|
|
3
|
+
No model was trained on this package, so guessing its API costs a build, and a guess that
|
|
4
|
+
type-checks can do nothing at runtime. This skill is the short list worth using, from the studio's budget
|
|
5
|
+
audit. Everything else the package exports is optional: use
|
|
6
|
+
the web platform (`localStorage`, `requestFullscreen`, `screen.orientation`, the engine's loader
|
|
7
|
+
and tweens).
|
|
8
|
+
|
|
9
|
+
## Tools
|
|
10
|
+
|
|
11
|
+
- No MCP tool teaches the SDK; this skill is the reference. `build` or `probe` show whether it
|
|
12
|
+
works in the platform's browser.
|
|
13
|
+
- Local: `npx @funpixel/tools doctor` warns on an unpinned SDK; `npx @funpixel/tools verify` runs
|
|
14
|
+
the game.
|
|
15
|
+
- A name error is a lookup: find the name below or in `node_modules/@funpixel/sdk/dist/*.d.ts`.
|
|
16
|
+
A cast, `?.` or widened type that makes a wrong name compile hides it until runtime, where it
|
|
17
|
+
does nothing.
|
|
18
|
+
|
|
19
|
+
## The surface
|
|
20
|
+
|
|
21
|
+
1. Pin it exactly: `"@funpixel/sdk": "0.6.0"`, no caret. The root export is `setupGameResize`
|
|
22
|
+
only; everything else comes from a subpath (`/audio`, `/multiplayer`, `/save`, `/liveParams`,
|
|
23
|
+
`/device`).
|
|
24
|
+
2. **Resize.** `setupGameResize(cb: (width: number, height: number) => void, win?: Window): () => void`
|
|
25
|
+
from `@funpixel/sdk`.
|
|
26
|
+
- It calls `cb` once, synchronously, at the call: create the renderer first.
|
|
27
|
+
- Size from `w, h`, never `innerWidth`; a Studio message can carry a different size.
|
|
28
|
+
- Remove Pixi `resizeTo: window` and any `resize` listener: they miss iframe resizes, and two
|
|
29
|
+
resizers fight. Zero and unchanged sizes are dropped. It returns a teardown.
|
|
30
|
+
3. **Audio.** `new AudioEngine(opts?: { ctx?: AudioContext; iosPatch?: boolean })` from
|
|
31
|
+
`@funpixel/sdk/audio`, with `.ctx`, `.master`, `init()` and `unlock(): Promise<void>`.
|
|
32
|
+
- The iPhone ringer switch is the game's call. `iosPatch: false` respects it (the switch mutes
|
|
33
|
+
the game, the casual-game norm, and what a new game passes); `true`, the default for games
|
|
34
|
+
made before this was a choice, plays through it, for games where sound is the point. Keep
|
|
35
|
+
an existing game's choice.
|
|
36
|
+
- Connect every source to `audio.master`: the mute toggle drives it, and under `iosPatch: true`
|
|
37
|
+
anything on `ctx.destination` is muted by the switch anyway.
|
|
38
|
+
- `unlock()` latches on its first call even if resuming failed. Call it from `click`,
|
|
39
|
+
`pointerup`, `keydown` or `touchend` (WebKit did not resume on `pointerdown`); while
|
|
40
|
+
`audio.ctx.state !== 'running'`, call `audio.ctx.resume()` on the next gesture.
|
|
41
|
+
- There is no play or load API: decode once with `ctx.decodeAudioData`, one `BufferSource` per
|
|
42
|
+
hit. One engine per game; a second `AudioContext` escapes the patch.
|
|
43
|
+
4. **Multiplayer**, only when the design is multiplayer:
|
|
44
|
+
`Room.autoJoin(getGameKey(), { game, maxPlayers })` from `@funpixel/sdk/multiplayer`. The
|
|
45
|
+
[multiplayer](multiplayer.md) reference has the echo, roster and host-state traps.
|
|
46
|
+
5. **Save.** `new SaveManager<T>({ key, version, defaults, migrations?, onSaveError?, debounceMs? })`
|
|
47
|
+
from `@funpixel/sdk/save`, with `.data`, `update(partial)`, `flush(): { ok, error? }` and
|
|
48
|
+
`reset()`.
|
|
49
|
+
- `update` persists 500 ms later: `flush()` at the end of a run and on `visibilitychange`.
|
|
50
|
+
- The merge is shallow: a nested object is replaced, not merged.
|
|
51
|
+
- A corrupt save loads as `defaults`, silently. Migrations are keyed by the target version; a
|
|
52
|
+
gap stops migration silently.
|
|
53
|
+
- `onSaveError` fires only on the debounced path: check `flush().ok` and tell the player.
|
|
54
|
+
6. **Live tuning.** `initLiveParams(schema)` from `@funpixel/sdk/liveParams`, where each entry is
|
|
55
|
+
`{ type: 'number' | 'boolean' | 'color' | 'select', value, min?, max?, step?, options?, name? }`;
|
|
56
|
+
it returns `get(key)`, `subscribe(key, (v, prev) => …)`, `set(key, v)` and `all()`.
|
|
57
|
+
- A misspelt key returns `undefined` and the physics become `NaN`.
|
|
58
|
+
- A value copied into a constant at load never updates: read `get()` in the loop, or subscribe.
|
|
59
|
+
- A bad schema entry leaves the params empty, silently: check `Object.keys(params.all())`.
|
|
60
|
+
Values change live only in the Studio preview.
|
|
61
|
+
7. **Safe area on a canvas.** `safeArea.insets(): { top, right, bottom, left }` from
|
|
62
|
+
`@funpixel/sdk/device` reads zeros unless the CSS sets
|
|
63
|
+
`:root { --sai-top: env(safe-area-inset-top); … }` for all four sides and the viewport meta has
|
|
64
|
+
`viewport-fit=cover`. Re-read after rotation. A DOM HUD uses
|
|
65
|
+
`max(16px, env(safe-area-inset-*))` in CSS instead.
|
|
66
|
+
|
|
67
|
+
## What not to reach for
|
|
68
|
+
|
|
69
|
+
| Export | Use instead | Why |
|
|
70
|
+
|---|---|---|
|
|
71
|
+
| `haptics` | `navigator.vibrate?.(ms)` | It is exactly that, and a no-op on every iPhone |
|
|
72
|
+
| `fullscreen`, `orientation` | the platform calls with `.catch()` | The wrapper only swallows the rejection |
|
|
73
|
+
| `Grid`, `findPath` | your own A*, or `easystarjs` | Four-neighbour only and slow on big grids |
|
|
74
|
+
| `fx` shake, pop, flash | a render offset or a tween | Overlapping calls leave the stage offset or tinted for good |
|
|
75
|
+
| `leaderboard()`, `host` | nothing yet | Only the Studio answers; published games wait 1.5 to 2 s for nothing |
|
|
76
|
+
| `gameState()`, `motion`, `preload`, `register` | `SaveManager`, `sensors`, the engine loader | Duplicates, or no host acts on them |
|
|
77
|
+
|
|
78
|
+
## Worked example
|
|
79
|
+
|
|
80
|
+
A runner that saves its best distance and tunes gravity live:
|
|
81
|
+
```ts
|
|
82
|
+
import { setupGameResize } from '@funpixel/sdk';
|
|
83
|
+
import { AudioEngine } from '@funpixel/sdk/audio';
|
|
84
|
+
import { SaveManager } from '@funpixel/sdk/save';
|
|
85
|
+
import { initLiveParams } from '@funpixel/sdk/liveParams';
|
|
86
|
+
|
|
87
|
+
await app.init({ background: '#101018' }); // renderer first: the resize fires at once
|
|
88
|
+
setupGameResize((w, h) => { app.renderer.resize(w, h); game.layout(w, h); });
|
|
89
|
+
|
|
90
|
+
const audio = new AudioEngine({ iosPatch: false }); // the ringer switch mutes it
|
|
91
|
+
addEventListener('pointerup', () => audio.unlock(), { once: true });
|
|
92
|
+
|
|
93
|
+
const save = new SaveManager({ key: 'runner', version: 1, defaults: { best: 0 } });
|
|
94
|
+
const params = initLiveParams({ gravity: { type: 'number', value: 1800, min: 600, max: 3000 } });
|
|
95
|
+
if (!Object.keys(params.all()).length) console.error('live params rejected');
|
|
96
|
+
|
|
97
|
+
function onRunEnd(distance: number) {
|
|
98
|
+
if (distance > save.data.best) save.update({ best: distance });
|
|
99
|
+
if (!save.flush().ok) showToast('Could not save your best run');
|
|
100
|
+
}
|
|
101
|
+
// in update(dt): vy += (params.get<number>('gravity') ?? 1800) * dt;
|
|
102
|
+
```
|
|
103
|
+
|
|
104
|
+
## Common mistakes
|
|
105
|
+
|
|
106
|
+
- `leaderboard.submit(score)`: `leaderboard` is a factory, so the call throws.
|
|
107
|
+
- A caret on the SDK version: the platform build and your build resolve different code.
|
|
108
|
+
- `import { AudioEngine } from '@funpixel/sdk'`: only `setupGameResize` is at the root.
|
|
109
|
+
- Connecting a sound straight to `ctx.destination`: the mute toggle misses it, and a rhythm game
|
|
110
|
+
on `iosPatch: true` goes quiet on a silenced iPhone.
|
|
111
|
+
- Treating `safeArea.insets()` zeros as "no notch".
|
|
112
|
+
- Relying on `haptics` for feedback: nothing happens on iPhone, so pair it with a visible cue.
|
|
113
|
+
|
|
114
|
+
Where this comes from: ours, from the SDK and its budget audit; a few device notes began in our platform prompts.
|
|
@@ -0,0 +1,62 @@
|
|
|
1
|
+
# Three.js contracts
|
|
2
|
+
|
|
3
|
+
Each of these builds cleanly and breaks the game or the checks when missed. Generated models have
|
|
4
|
+
their own traps: skill `funpixel-3d`.
|
|
5
|
+
|
|
6
|
+
- Export after setup: `window.THREE = THREE`, `window.__THREEJS_SCENE__ = scene`,
|
|
7
|
+
`window.__THREEJS_RENDERER__ = renderer` (what `profile` reads), `window.camera = camera`. Verify projects the player through that
|
|
8
|
+
camera to decide whether it can be seen.
|
|
9
|
+
- Every mesh, group and light gets a `.name`, including loaded model roots
|
|
10
|
+
(`gltf.scene.name = 'player'`).
|
|
11
|
+
- One loop: `renderer.setAnimationLoop(() => { const dt = Math.min(clock.getDelta(), 0.1); update(dt); renderer.render(scene, camera); })`.
|
|
12
|
+
With animated models, `mixer.update(dt)` runs every frame or the character freezes in its bind
|
|
13
|
+
pose.
|
|
14
|
+
- Size by CSS: `renderer.setSize(w, h, false)` plus `canvas.style.width = canvas.style.height = '100%'`;
|
|
15
|
+
cap `renderer.setPixelRatio(Math.min(devicePixelRatio, 1.5))`, because a pixel ratio of 3 fills
|
|
16
|
+
nine times the pixels.
|
|
17
|
+
- Decoders are required and same-origin: `DRACOLoader` with `setDecoderPath('/draco/')`,
|
|
18
|
+
`KTX2Loader` with `setTranscoderPath('/basis/')` and `detectSupport(renderer)` before any load,
|
|
19
|
+
and `setMeshoptDecoder(MeshoptDecoder)`. Vendor the decoder files into `public/`; without them
|
|
20
|
+
every model load fails and a fallback cube appears. A missing-module error on one of them means
|
|
21
|
+
fix the path, never delete the import.
|
|
22
|
+
- Generated models need an environment map (they export metallic materials and render flat grey
|
|
23
|
+
without one) and tone mapping; with an environment map, cut analytic lights to at most three.
|
|
24
|
+
- Colliders are simple proxies (a capsule, a box you size), never `Box3.setFromObject` on a skinned
|
|
25
|
+
mesh: the pose inflates it and every clip jitters the hitbox.
|
|
26
|
+
- More copies of a rigged model use `SkeletonUtils.clone`, never `root.clone()`.
|
|
27
|
+
- Instanced scenery: one `InstancedMesh` has one bounding sphere, so it is never culled in parts;
|
|
28
|
+
split huge fields into chunks.
|
|
29
|
+
- three r186 (the scaffold's) removed `PCFSoftShadowMap`: it silently becomes `PCFShadowMap` with one
|
|
30
|
+
console warning, so code written for an older three changes its shadow look. Use `PCFShadowMap` and
|
|
31
|
+
soften with `light.shadow.radius`.
|
|
32
|
+
- Phone budget: about 100 draw calls, at most three lights, no texture over 2048, shadows from the
|
|
33
|
+
key light only.
|
|
34
|
+
|
|
35
|
+
## The 3D world starter
|
|
36
|
+
|
|
37
|
+
`funtools init` gives a 3D line the world starter (`--framework three-world`), one small file per
|
|
38
|
+
concern, each with its numbers in one table you tune rather than rewrite:
|
|
39
|
+
|
|
40
|
+
- `rules.ts` + `layout.ts` + `bot.ts`: engine-free movement (`MOVE`: run speed, acceleration, air
|
|
41
|
+
control, a held jump higher than a tap, coyote and buffer 0.1 s, a dash), platforms and pillars
|
|
42
|
+
from a seed, a sharp bot; Node tests and `test/probes.ts` play them with no frame.
|
|
43
|
+
- `shots.ts` (`SHOTS`) + `camera-rig.ts` (`RIG`): the camera plan as named shots (the title's
|
|
44
|
+
slow orbit over the play world, play's follow, a beat's `reveal`), each a lens, a height and a
|
|
45
|
+
distance, blended with `shoot(name, seconds)`; the rig follows with look-ahead on velocity, a ray
|
|
46
|
+
to the eye that pulls in fast and eases out slowly, and a steady yaw so the stick means the same
|
|
47
|
+
thing all round; upright phones pull back. `__FPX_CAMERA__` reports the shot and its numbers, so
|
|
48
|
+
`funtools score --target` prints moves such as `SHOTS.play.height 4.4 → 6.1`.
|
|
49
|
+
- `world.ts` + `palette.ts`: ACES tone mapping, sRGB output, a gradient sky with fog in its horizon
|
|
50
|
+
colour, hemisphere + one shadowing key light + a cool rim, ground coloured by noise, instanced
|
|
51
|
+
scatter past the edge, drifting motes. Colours are the CSS tokens, so the UI and the world change
|
|
52
|
+
together.
|
|
53
|
+
- `models.ts`: a `.glb` at `public/assets/models/<name>.glb` replaces its placeholder with no code;
|
|
54
|
+
placeholders are designed shapes in the palette and stay listed in `state.art.placeholders`
|
|
55
|
+
until their model lands. `assets/assets.json` lists them to generate, reference sheets first.
|
|
56
|
+
- `controls.tsx` + `input.ts`: a stick born where the thumb lands, jump and dash in the right
|
|
57
|
+
thumb's arc, inside the safe areas; keys and a gamepad reach the same verbs.
|
|
58
|
+
- `budget.ts` (`BUDGET`): 120 draw calls, 300k triangles, pixel ratio 1.5 at most, stepping the
|
|
59
|
+
shadows and then the pixel ratio down on long frames; `state.render` reports them.
|
|
60
|
+
- `screens.tsx`: the title over the orbiting world, banners over a softened world, a stamped ending.
|
|
61
|
+
|
|
62
|
+
Keep the shape when the game grows: new rules in engine-free files, their numbers in a table.
|
|
@@ -0,0 +1,116 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: funpixel-gdd
|
|
3
|
+
description: Use when starting a game from an idea or in an empty folder (start here, with flow start), planning the whole game, writing or growing its design document (GDD, a design doc; a long game in chapters), or when a request changes the genre, core verb or win condition or asks for a complete game. Covers invention, genre cards, the first look and playable, the release bar and the hand-back.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Starting and planning a game
|
|
7
|
+
|
|
8
|
+
A GDD is where a game is decided before it is built, and where the next session or a critic
|
|
9
|
+
learns what it is: a Part 1 that says what the game is and why, a Part 2 whose targets and named
|
|
10
|
+
tests come before code. It is the contract: the owner decides what it holds; inside it, the how is
|
|
11
|
+
yours to invent, and the creator's vision wins over any row here. While the GDD is being written, no gate applies: the template and the lint are a checklist
|
|
12
|
+
to consult at the end, not the order to write in.
|
|
13
|
+
|
|
14
|
+
One document, `design/GDD.md` (an older `design/README.md` reads the same). The hooks read its `## AD rules`, `## Actors`, `## Juice` and `## Fix round`.
|
|
15
|
+
|
|
16
|
+
## Starting from an idea
|
|
17
|
+
|
|
18
|
+
`npx @funpixel/tools flow start` names the next step; the path our complete games took is [references/start.md](references/start.md) and
|
|
19
|
+
[references/the-path.md](references/the-path.md). In short: brief back; the first look (key art,
|
|
20
|
+
the hero's sheet); a first playable from it, which the owner plays; the design around it, locked; then the slice through real input (skill
|
|
21
|
+
`funpixel-verify`); then rounds against the plan's target frames until the owner says yes. A genre
|
|
22
|
+
recipe (`references/genre-<card|platformer|puzzle|racing|rpg|shooter|simulation|strategy|survival>.md`)
|
|
23
|
+
is a starting point; the creator's choices win. The release
|
|
24
|
+
bar our best games shared is [references/floors.md](references/floors.md); the hand-back says what
|
|
25
|
+
plays now with its literal controls, what is not in yet, and the next steps, with every
|
|
26
|
+
stand-in named. An existing game's change goes to skill `funpixel-game-spine`; a missing `verify.json`
|
|
27
|
+
is an evidence gap, not a rebuild.
|
|
28
|
+
|
|
29
|
+
## Invent first, then fill the template
|
|
30
|
+
|
|
31
|
+
A plan filled template-first lost 3 of 3 blind seats to one that spent its time on design (Gallery
|
|
32
|
+
Heist, 1 Oct 2026). The order that won, in [references/invent-first.md](references/invent-first.md):
|
|
33
|
+
|
|
34
|
+
1. **Six forcing questions**, in `## The invention`: what the core object means, why the verb
|
|
35
|
+
exists in this world, who wants what by name, what the twist costs in feeling and in play, the
|
|
36
|
+
one system that lives and reacts to the player, what only this game has. A generic answer means
|
|
37
|
+
the idea is not there yet.
|
|
38
|
+
2. **A hit per axis** (mechanic, feel, touch controls, layout, surface satisfaction, readability,
|
|
39
|
+
market), each with take, avoid and a source link, in `## Hits, per axis`.
|
|
40
|
+
3. **The studio pitch**: cards for genre and fidelity, depth, the core that burns, the story
|
|
41
|
+
standard, extras with their cost; pick each with why; the owner approves them at the lock
|
|
42
|
+
(`pitch ask` makes each theirs).
|
|
43
|
+
4. **Worth building at this length?** Your numbers' minutes against the owner's target, beside the
|
|
44
|
+
first playable; recommend dropping a weak idea ([references/worth.md](references/worth.md)).
|
|
45
|
+
5. **Named behaviour tests** in Part 2, before code.
|
|
46
|
+
6. **Our lessons as defaults**: modelled places, a GPU tier, every attack tells, teach once at the
|
|
47
|
+
element, a camera that never fights the player, controls off the play.
|
|
48
|
+
|
|
49
|
+
Places that differ, fun with depth, phone controls: [references/level-and-fun.md](references/level-and-fun.md).
|
|
50
|
+
|
|
51
|
+
## Tools
|
|
52
|
+
|
|
53
|
+
- `npx @funpixel/tools init <folder> --idea "<one line>"` picks engine, recipe and orientation,
|
|
54
|
+
seeds `design/GDD.md` and commits the game to git (never a temp folder);
|
|
55
|
+
`create_game` is for an agent with no local files.
|
|
56
|
+
- `npx @funpixel/tools gdd`: the invention answered or generic, hits per axis, named tests, the
|
|
57
|
+
locked core, then missing sections; no score, since completeness is not quality.
|
|
58
|
+
- `npx @funpixel/tools pitch`: the studio pitch's cards, picks and lock; `variety --within`: the
|
|
59
|
+
place pictures against each other.
|
|
60
|
+
- `gdd page`: the living plan page (`design/GDD.html`), agreed a section at a time; `greenlight page`: the lock's. The studio's best pages and pages of its own: references/pages.md.
|
|
61
|
+
- First look: `generate_image`, `generate_sound`, `generate_music` with the game's id; `loudness` measures the
|
|
62
|
+
cues against their targets. Sign-in: `funtools whoami`, `funtools login`.
|
|
63
|
+
|
|
64
|
+
## What a great GDD holds
|
|
65
|
+
|
|
66
|
+
Copy [references/gdd-template.md](references/gdd-template.md) to `design/GDD.md`. What makes each
|
|
67
|
+
section strong is in [references/sections.md](references/sections.md).
|
|
68
|
+
|
|
69
|
+
1. **The invention, the hits and the studio pitch** (above); **the promise**: one line, the thesis
|
|
70
|
+
in one frame or number, the 6-second ad; **pillars and decisions** against their alternatives.
|
|
71
|
+
2. **The core loop and its numbers**: the three to five numbers that are the whole game, each with
|
|
72
|
+
why exactly that value, and the rule that stops the boring optimum.
|
|
73
|
+
3. **The first minute and the hook**: first input by 0:05, a moment ladder, 2 to 4 wow moments.
|
|
74
|
+
4. **Content**: kinds that each bend the core rule and read by silhouette, stages that each add one
|
|
75
|
+
thing, a climax; a counted content list and an art budget
|
|
76
|
+
([references/plan-at-size.md](references/plan-at-size.md)).
|
|
77
|
+
5. **Places and the living world**: each place its own shape, material, era and light, its rule
|
|
78
|
+
and a picture; one living system with a job in play; a rival whose want is half right ([references/world-and-identity.md](references/world-and-identity.md)).
|
|
79
|
+
6. **Experience**, what stills miss ([references/experience.md](references/experience.md)).
|
|
80
|
+
7. **Look, actors, audio, HUD and screens, juice, controls**: colour as assignment, AD rules
|
|
81
|
+
checkable in one frame, target frames; a phone mockup with every element numbered.
|
|
82
|
+
8. **Scope, money model, build plan, risks**, and lessons that apply.
|
|
83
|
+
9. **Part 2**: targets and named behaviour tests now; rewritten from the code once it runs, and from
|
|
84
|
+
then on it wins ([references/as-built.md](references/as-built.md)).
|
|
85
|
+
|
|
86
|
+
Mid and deep games add `design/spec/`, data the game loads ([references/spec-folder.md](references/spec-folder.md)).
|
|
87
|
+
|
|
88
|
+
## Design measures: advice
|
|
89
|
+
|
|
90
|
+
`gdd` ends with six numbers and why: elements per hour (good games: 1.4–3), the spine, sources
|
|
91
|
+
(`gdd --sources`), peers, length totals, Steam's refund window. Advice: you read and decide, the owner
|
|
92
|
+
decides; a field the GDD lacks is not given ([references/design-measures.md](references/design-measures.md)).
|
|
93
|
+
|
|
94
|
+
## Versions and the track
|
|
95
|
+
|
|
96
|
+
v0.1 before code, v0.2 after the first look, one per stage or per request bending a pillar. The stages and what each leaves behind: [references/track.md](references/track.md).
|
|
97
|
+
|
|
98
|
+
## The first look
|
|
99
|
+
|
|
100
|
+
The key art and the hero's sheet first (the first playable is built from them); then, while
|
|
101
|
+
planning, the whole game: `npx @funpixel/tools firstlook` names its set. Say each paid job's cost. Each piece: [references/first-look.md](references/first-look.md).
|
|
102
|
+
|
|
103
|
+
**Image tools down?** Tell the owner, keep writing, stand in with marked code-drawn vignettes, and put
|
|
104
|
+
"pictures owed" in `## Open questions`; never fake a picture.
|
|
105
|
+
|
|
106
|
+
## Worked example
|
|
107
|
+
|
|
108
|
+
Brief: "paper boats race down a rainy gutter". The boat is a child's message home, so a sunk boat
|
|
109
|
+
loses a line of it; the living system is the rain, a clock that floods the shortcuts.
|
|
110
|
+
|
|
111
|
+
## Common mistakes
|
|
112
|
+
|
|
113
|
+
- Filling the template before inventing: complete, clear, forgettable.
|
|
114
|
+
- One genre hit as the whole research; places that differ only in name.
|
|
115
|
+
- Rules as prose instead of test names; a generated frame taken for the game.
|
|
116
|
+
- Calling unfinished stand-ins a deliberate style, or leaving the GDD at its first draft.
|