@funpixel/tools 0.0.0-stage → 0.1.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- 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 +2917 -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 +589 -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 +55 -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 +330 -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
- package/dist/suite/test-types.js +71 -0
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# The GDD template
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Copy the block below to `design/GDD.md` and write v0.1 before code or assets, starting with
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`## The invention`, `## Hits, per axis` and `## The studio pitch` ([invent-first.md](invent-first.md)):
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the rest of the template serves what they decide. It is the game's one
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design document: the short design note grown up. The hooks read four of its headings as they are
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(`## AD rules`, `## Actors`, `## Juice`, `## Fix round`) and `funtools gdd` mirrors every section,
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so keep those names; everything else is yours to rename, merge, reorder or drop. Delete a row the
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game does not need rather than inventing one to fill it: a puzzle has no boss, a calm game may have
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no loss. What makes each section strong or thin is in [sections.md](sections.md); the
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`## Experience` lines and the target-frames table are options explained in [experience.md](experience.md);
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`## Places`, `## Identity lock`, `## Getting around` and `## Asset script`, sized to the game (a line
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for an arcade round, the full tables for a game of many places), in [world-and-identity.md](world-and-identity.md). A `## The numbers`
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row whose words name a verb number (jump height in body heights, apex hang, time to top speed, dash
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distance, invulnerable window, cooldown, tell, death beat, restart) is read back against the running
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game by `funtools feel` (skill `fp:game-feel`, `references/measure.md`). `## The spine` and
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`## Elements` are optional; with the `Play length:` line, the chapters' Length, a `**Hook at:**` line and a
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`**Platforms:**` line they feed the design measures `funtools gdd` prints as advice
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([design-measures.md](design-measures.md)).
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**Sized by the tier, owned by the creator.** The core is short and always there: the pitch (the
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header), `## The invention`, `## The studio pitch`, `## Core loop` and `## The hook`. A small game
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adds the hits, the vision (the direction it grows toward, which the lock never freezes), the numbers, the first minute, the content list (its play length line is what `sim`
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reads), the living world, the look and its AD rules, actors, juice, controls and Part 2's behaviour
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tests. A mid or deep game starts at about that size: it adds only its spine (versions, scope, the build
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plan, open questions; deep also experience and the identity lock) and what its line names (places, a
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story). The rest waits under `## Grows with the game`: `funtools pitch lock` moves what the picks call
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for off that shelf, and `funtools flow` what the stage the build reaches calls for (the first look's
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art sections, the slice's places and living world, the walk's getting around). Add a section when the
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game needs it, never to complete the template. The
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stages and their gates live in `design/pipeline.json` (`npx @funpixel/tools flow`), not in this document.
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```markdown
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# <Title>
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**Version:** v0.1 · <date> · **Stage:** Design
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**Pitch:** <one line a stranger understands>
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**The 6-second ad:** <what someone sees in the first seconds that makes them want to play>
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**The player's journey:** <what they see first and press (the real control) → the first objective → the first payoff>
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**Genre card:** <card, or "none fits"> · kept: <camera, body, how a run ends> · adapted: <choices for this game>
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**Orientation:** <portrait | landscape> · **Input:** <keyboard, touch, pad>
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## Where we are
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<updated every round; the owner reads it here, in the chat's link to this file: the round and what it
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did; each target frame beside the game's capture at the same moment (picture links) and whether that
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beat is close; the biggest gap left and the next step; the preview link; the price approved and the
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credits spent; what the owner asked last, in their words, and what was done with it>
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## Where the build moved
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| What | The plan said | The game does | Why | The owner's word |
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## Linked pages
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<everything lives in this document; a page made apart from it (a HUD mockup, an animation board, a cast
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sheet, a comparison) is linked here with one line on what it shows and what it is for>
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## Versions
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| <v0.1> | <date> | <first draft> | <the brief> | <what they said, in their words> |
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## The invention
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<six answers for THIS game; a generic one means the idea is not there yet (invent-first.md)>
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- Why the verb exists in this world: <who made it necessary, and what it costs them>
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- Who wants what (names): <the player's side; the other side, whose want is half right; the bystanders>
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- What the twist costs (feeling and play): <what the player feels, and what changes in play>
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- The one system that lives: <what moves and reacts to the player, and its two jobs in play: it warns, shows, remembers or blocks>
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## Hits, per axis
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| Axis | Hit | We take | We avoid | Source |
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| mechanic | <the game whose core decision is closest> | <one thing> | <one thing> | <link> |
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| feel | <> | <> | <> | <link> |
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| touch controls | <the best phone answer to this verb, any genre> | <> | <> | <link> |
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| layout | <> | <> | <> | <link> |
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| surface satisfaction | <> | <> | <> | <link> |
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| readability | <> | <> | <> | <link> |
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| market | <price, what sells, the reviews' complaints> | <> | <> | <link> |
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Left out unverified: <claims we could not source>
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## Worth against the genre
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<3–5 of the genre's best; every number with a source URL in the row or "approx, from memory"; no prices or review counts. `npx @funpixel/tools greenlight worth` reads it against ## The numbers and ## Content list (references/worth.md)>
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| Game | Length | Distinct places | Verbs / mechanics | Characters | Progression / meta | Source |
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| <a hit in this genre> | <~2 h, or endless> | <count> | <count> | <count> | <none, or what> | <link, or approx, from memory> |
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## The studio pitch
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the core that burns, story standard, extras with their cost; you pick each with why and the owner approves
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them with the plan at the lock (under their autonomy "ask", each card is theirs: `pitch ask`); the work goes hard on the core>
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## The promise
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<the fantasy in two or three sentences: who you are, what you do, why it matters>
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The thesis in one frame: <one picture or one number that carries the game's meaning with no words>
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## The vision
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<five lines at most: the scale the game grows toward (places, length, cast, the size of the world) and the
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two or three set-pieces it builds up to. Never locked: the lock pins the numbers, controls and scope; this
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is the direction, and critics read it to name the next step toward it>
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## The spine
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<optional: the one sentence the game hangs on, its clauses split by ";", and every system against the clause it serves; a system that serves none is a cut to consider (design-measures.md)>
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Spine: <clause; clause; clause>
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| System | Clause it serves | Genre beat |
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|---|---|---|
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| <the system> | <the clause, quoted or by its number> | <the genre beat it carries> |
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## Pillars and references
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| Reference | We take | We leave |
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|---|---|---|
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| <a hit or an era> | <the one thing it gives this game> | <what would make this a copy or a chore> |
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- Pillar: <what the game must feel like, and the risk to it>
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- Decision: <a choice made against its alternative, and why, so nobody re-litigates it; `npx @funpixel/tools decide` gives it an id (D3) to cite here>
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## Core loop
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<one sentence: you <verb> <what> to <goal> while <what pushes back>>
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30 seconds: <the verb and its answer> · 5 minutes: <the ramp> · session: <why a second run>
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Depth: run length <m:ss> · events per minute <n> · first pressure at <s> · after the level: <score attack | endless | stages | daily seed | none yet> · best: <what is saved>
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+
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## The numbers
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| Number | Value | Why exactly this |
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|---|---|---|
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| <the core timer, radius, cost or count> | <value with unit> | <what a smaller or larger value breaks> |
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Anti-degeneracy: <the boring optimum and the rule that makes it lose>
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## The hook
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The opening and the first minutes decide whether people keep playing: 2 to 4 wow moments on the
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clock, each proven twice (a fixed-framing strip beside its target, `npx @funpixel/tools compare
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--target`, and a blind player who mentions it unprompted).
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| When | Wow moment | What makes it land | Proven by |
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|---|---|---|---|
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| <title> | <the one picture people remember> | <light, motion, sound that sell it> | <strip title-phone.png; the player names it> |
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| <0:40> | <the world opens up> | <camera pull-back, the landmark rises, the bed swells> | <strip at 0:40; "the valley"> |
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+
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## Opening
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<from Play, second by second: the title is a live frame of the play world, a cold open the engine acts (or none), then control by 12 s for a story line (10 s for arcade) with the objective and its distance on screen at that frame; `funtools hook` reads it back: first control, the objective at the hand-over, the shot on each row, every beat staged or HUD-only>
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+
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Cold open: <the beat the engine acts before control: who does what, in which shot; or "none: Play hands over at once">
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First control: <0:08> · Objective on screen: <"Reach the lighthouse"> · Distance: <"115 m to go", or "none: an arena round">
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| When | Shot | What the player sees and hears | The player can | Proven by |
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|---|---|---|---|---|
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| <0:00> | <title> | <the play world behind the wordmark, alive> | <tap Play> | <hook: title vs play alike> |
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| <0:03> | <reveal> | <the beat, acted by bodies; the line captioned over the shot> | <skip> | <hook: the beat is staged> |
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| <0:08> | <play> | <the hero; the objective and its metres on the HUD> | <move> | <hook: control at 8 s, objective on screen> |
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| <0:20> | <play> | <the first payoff the player feels> | <the verb> | <hook: first success> |
|
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| <0:30> | <play> | <the signature on screen> | <the verb> | <hook: the moment mark> |
|
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| <5:00> | <play> | <the first real test> | <the verb> | <sim: the naive bot can lose> |
|
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+
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## Shots
|
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<the camera plan: one row per moment, beat and target frame; each shot is a named entry in src/shots.ts (`shoot(name, seconds)` blends to it), so `funtools score --target` names the line to edit. In a first-person game a shot is where the player stands and looks when the moment happens on its own timing>
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+
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| Moment | Shot | Lens | Height · distance | Motion | Target frame |
|
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|---|---|---|---|---|---|
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| <title> | <title> | <50°> | <7.5 m up, 21 m out> | <slow orbit over the play world> | <design/first-look/title.png> |
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| <play> | <play> | <50°> | <4.4 m up, 9.5 m behind> | <follow, framing 0.35 s ahead> | <design/first-look/play.png> |
|
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| <the first beat> | <reveal> | <45°> | <9 m up, 15 m behind> | <blend in 1.2 s, back in 0.8 s> | <design/first-look/beat-1.png> |
|
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|
+
|
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+
## Wow
|
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|
+
<chosen before the build: one signature and up to three more from the genre card's wow catalogue (`funtools wow`), or invented as custom-<name>; `funtools wow pick` writes the rows and flags a signature another game already used, expressed alike; `wow check` reads each one's evidence>
|
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+
|
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| Pick | Move | Expression | Why it pays off the pitch | Checked by |
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+
|---|---|---|---|---|
|
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| <signature> | <survival-chest> | <what this game makes of it: the subject, the axis, the payoff> | <how it pays off the pitch> | <event chest, or frame title> |
|
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|
+
|
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174
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+
## Content
|
|
175
|
+
### Roster
|
|
176
|
+
| Kind | Silhouette at phone size | Debut | How it bends the core rule | Tell |
|
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|
+
|---|---|---|---|---|
|
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+
| <threat, piece or pickup> | <reads by shape, not by a prop on one body> | <stage> | <the new decision it forces: sidesteps when locked, so the shot hits the art> | <warning and its time, 0.6 s or more> |
|
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|
+
|
|
180
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+
### Stages
|
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+
| Stage | Adds one thing | Teach, test, rest |
|
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+
|---|---|---|
|
|
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+
| <level, wave, chapter> | <new demand> | <how it is introduced alone first> |
|
|
184
|
+
|
|
185
|
+
### Climax
|
|
186
|
+
<boss phases, each teaching a rule, or the final challenge this genre wants>
|
|
187
|
+
|
|
188
|
+
## Content list
|
|
189
|
+
<the whole game at its real size, counted; a playtest sets each count beside what play reaches. One level is fine when it is the choice: say so here>
|
|
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|
+
Play length: <minutes of real play for a first-time player to the ending, e.g. 15–20 minutes; 15 is the floor (funpixel.json play_min_minutes), a smaller scope or an endless round is a choice: write "on purpose" and why on this line> (`funtools sim` reads this line against the sharp bot's run)
|
|
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|
+
|
|
192
|
+
| Content | Count | Names | Reached in play |
|
|
193
|
+
|---|---|---|---|
|
|
194
|
+
| <areas or levels> | <count> | <each one's name> | <filled by playtests> |
|
|
195
|
+
| <enemy or piece kinds> | <count> | <names> | |
|
|
196
|
+
| <bosses or climaxes> | <count> | <names> | |
|
|
197
|
+
| <endings> | <count> | <names> | |
|
|
198
|
+
| <story beats> | <count> | <names> | |
|
|
199
|
+
| <living world: who reacts, beds, set pieces> | <count> | <names> | |
|
|
200
|
+
|
|
201
|
+
## Elements
|
|
202
|
+
<optional: every new mechanic, enemy, tool and system the first playthrough introduces, one row each; `funtools gdd` counts them per hour of the play length (good games about 1.4–3) and names any used fewer than twice after its teach>
|
|
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|
+
| Element | Kind | Debut | Uses after the teach |
|
|
204
|
+
|---|---|---|---|
|
|
205
|
+
| <name> | <mechanic, enemy, tool or system> | <place or chapter, and the minute> | <where it comes back, or a count> |
|
|
206
|
+
|
|
207
|
+
## Places
|
|
208
|
+
<one row per level or area, each with its picture; one place on purpose is an answer: say so>
|
|
209
|
+
|
|
210
|
+
| Place | Shape · material · era · light | In the air | Sound bed | The play number it changes | Landmark | Picture | Wow | Fun | Hook |
|
|
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|
+
|---|---|---|---|---|---|---|---|---|---|
|
|
212
|
+
| <level or area> | <plan shape (enfilade, rotunda, stair), wall material and colour, era, light: no two places alike> | <what moves in the air> | <the bed> | <the one number, and how it is foreshadowed: kites flatten 0.8 s before a gust> | <what you walk toward> | <design/first-look/place-name.png> | <the one thing remembered or shared> | <what feels good to do here> | <why go on: a question, a promise, a reward ahead> |
|
|
213
|
+
|
|
214
|
+
World chart: <design/first-look/chart.png, the whole world in one picture: map, system or hub>
|
|
215
|
+
Layout laws: <rules a test can check per place: bare-wall share, the longest sightline, two routes, no spawn in view; `funtools variety --within` compares the place pictures>
|
|
216
|
+
|
|
217
|
+
## Story
|
|
218
|
+
<a want said by a person, a turn, an ending that changes the world; or a line "Story: declined, and why" for an arcade round (fp:world-and-story, story-at-size)>
|
|
219
|
+
Want: <who asks for what, in their words>
|
|
220
|
+
Turn: <what the player does or learns that changes the want>
|
|
221
|
+
Ending: <what the world looks like after, and the last line>
|
|
222
|
+
Goal: <10 min and up: where on the map the player is going, and how far; the HUD can show it>
|
|
223
|
+
Clock: <the whole game's deadline and where the player sees it (a sky, a count); or "none">
|
|
224
|
+
Question: <the mystery asked in the first minute; the piece each chapter answers>
|
|
225
|
+
Antagonist: <who wants what, and why they are half right; the plan; their mark in each chapter; what the player gives them without knowing; or "none">
|
|
226
|
+
Frame: <episodic games: what each episode adds to the spine besides its own job>
|
|
227
|
+
|
|
228
|
+
| Beat | When | Who says it | The line | Seen in play |
|
|
229
|
+
|---|---|---|---|---|
|
|
230
|
+
| <beat id, also __FPX_STATE__.beat> | <time or place> | <speaker> | <one short line> | <filled by funtools depth --fill> |
|
|
231
|
+
|
|
232
|
+
## Chapters
|
|
233
|
+
|
|
234
|
+
(A long game: built chapter by chapter after the slice, each to its own target frames and the owner's yes. Mark the chapter where the hook lands "(hook)": the Steam two-hour check reads it.)
|
|
235
|
+
|
|
236
|
+
| Chapter | Place | What it adds | Story beat | Length | Target frames |
|
|
237
|
+
|---|---|---|---|---|---|
|
|
238
|
+
| <C1 · name> | <where> | <the new verb, threat or twist> | <the beat it carries> | <minutes> | <target-c1-*.png> |
|
|
239
|
+
|
|
240
|
+
## Living world
|
|
241
|
+
<what moves on its own, the sound bed, and what answers the player's big moments (fp:world-and-story, atmosphere); `funtools life` shows what play has>
|
|
242
|
+
|
|
243
|
+
| Place | Who lives there | Bed | Reacts to | Made how |
|
|
244
|
+
|---|---|---|---|---|
|
|
245
|
+
| <stands, streets, rooftops> | <crowd, passers-by, birds> | <crowd murmur, rain> | <overtake: roar swells; finish: confetti and a cheer> | <instanced cards, one bed + stings> |
|
|
246
|
+
|
|
247
|
+
The living system: <the one thing in the world that answers the core verb (it watches, warns, remembers, flinches) and its two or more jobs in play>
|
|
248
|
+
|
|
249
|
+
Creatures and machines: every one has a job in play and a cost; nothing only decorates, except a wonder named as one.
|
|
250
|
+
|
|
251
|
+
| Creature or machine | Where | Its job in play | Its cost or catch | Motion |
|
|
252
|
+
|---|---|---|---|---|
|
|
253
|
+
| <the walker> | <from level 2> | <carries 12 kg of the load> | <loud: heard at 18 m; slips on ice> | <bouncy gait, the basket sways> |
|
|
254
|
+
|
|
255
|
+
## Experience
|
|
256
|
+
Depth and mastery: <what a skilled player does that a new one cannot; how far apart the bots should be>
|
|
257
|
+
Content and progression: <how many distinct things, and when each arrives>
|
|
258
|
+
Replay: <why a player comes back tomorrow, and what they do first>
|
|
259
|
+
Story and storytelling: <a want, a turn, a payoff, and which of them play itself tells>
|
|
260
|
+
World building: <the places, each with a rule and a landmark of its own>
|
|
261
|
+
Emotional arc and pacing: <where tension rises, where it rests, the peak>
|
|
262
|
+
Signature idea: <the one idea the genre hit does not have, or the familiar genre done exceptionally well>
|
|
263
|
+
|
|
264
|
+
## Look
|
|
265
|
+
<one sentence: medium, palette with roles, light>
|
|
266
|
+
Palette: <#hex role, #hex role, #hex role> · Font: <display face and why>
|
|
267
|
+
Target frames: <the key art and four moments from the ladder>
|
|
268
|
+
|
|
269
|
+
| Moment | Target | Game frame | Intent | Pins |
|
|
270
|
+
|---|---|---|---|---|
|
|
271
|
+
| <1:00 the first threat> | <design/first-look/frame-1.png> | <at 1:00 (the playtest's saved route), view firstThreat, or journey level1 threat> | <what the frame must carry: the feeling or idea it pins> | <AD-2, AD-3> |
|
|
272
|
+
Asset economy: <how each asset is made (generated 2D or 3D, authored, or procedural with a rendered proof) and how many pieces; the style bible's routes table when the greenlight ran>
|
|
273
|
+
|
|
274
|
+
## Asset script
|
|
275
|
+
<every picture tied to the beat it serves, the locks it used, its cost and its state; the next picture is a row here first. Families of the same shape make the production list; the art budget is their totals>
|
|
276
|
+
|
|
277
|
+
| ID | What | Beat it serves | Locks used | Cost | Status |
|
|
278
|
+
|---|---|---|---|---|---|
|
|
279
|
+
| <KA-01> | <title key art> | <the promise> | <REF-HERO, style block> | <credits> | <drawn, redrawn, locked> |
|
|
280
|
+
|
|
281
|
+
## Art budget
|
|
282
|
+
<how many assets of each kind the agreed content list needs, and how each is made, rolled up from the asset script; Credits is the estimate for Funpixel's paid tools (host time is never priced)>
|
|
283
|
+
|
|
284
|
+
| Asset | Count | Made how | Credits |
|
|
285
|
+
|---|---|---|---|
|
|
286
|
+
| <hero, cast, enemies, areas, props, UI, cues, music> | <count> | <generated sheet, plate, 3D model, authored, code with a rendered proof> | <the estimate> |
|
|
287
|
+
|
|
288
|
+
## AD rules
|
|
289
|
+
<the creator's art direction in a few clear lines, each checkable in one frame; the fidelity seat judges them every round. Rather not write them? Say so on a "Declined:" line, which is kept>
|
|
290
|
+
1. <a rule a viewer checks in one frame: "only the hero is tomato #FF5A4E">
|
|
291
|
+
2. <"every silhouette reads at 40 px on the real ground">
|
|
292
|
+
3. …five in all, colour meaning and hero size among them
|
|
293
|
+
|
|
294
|
+
## Identity lock
|
|
295
|
+
<one reference sheet per recurring design (hero, companion, vehicle, pursuer, the thing carried), drawn from the best draft, and one style block every prompt repeats word for word; or "Declined:" and why>
|
|
296
|
+
|
|
297
|
+
| Ref | What it pins | Source | Used in |
|
|
298
|
+
|---|---|---|---|
|
|
299
|
+
| <REF-HERO> | <face, hair, outfit and its colours, what she carries> | <design/first-look/ref-hero.png, from the best frame> | <key art, every frame> |
|
|
300
|
+
|
|
301
|
+
Style block (verbatim): <medium · palette by hex, each colour's one use · bans>
|
|
302
|
+
Proportions: <the hero in heads; each actor against her>
|
|
303
|
+
|
|
304
|
+
## Actors
|
|
305
|
+
| Actor | Role | Motion | States and visible transitions | Made how |
|
|
306
|
+
|---|---|---|---|---|
|
|
307
|
+
| <hero> | player-controlled | moves | <idle, move, act, hit: pose or frames, timing> | <sheet, part rig, code skeleton> |
|
|
308
|
+
| <piece> | <role> | still | <how availability or danger reads> | <sprite, code> |
|
|
309
|
+
|
|
310
|
+
State machines (one per actor that decides): <`PATROL ─ sees the player within 6 u ▶ WINDUP 0.6 s ▶ STRIKE 0.2 s ▶ RECOVER 0.8 s ▶ PATROL`>
|
|
311
|
+
|
|
312
|
+
## Audio
|
|
313
|
+
| Event | In the world's words | Why |
|
|
314
|
+
|---|---|---|
|
|
315
|
+
| <the core action> | <source, material, action, space; one event, no music> | <what it tells the player> |
|
|
316
|
+
|
|
317
|
+
Music: <one identity written once (instruments, motif, key); only tempo and energy move per state>
|
|
318
|
+
|
|
319
|
+
## HUD and screens
|
|
320
|
+
- HUD: <what is on the actor, what is on the glass, where the thumbs rest>
|
|
321
|
+
- Phone mockup: <design/first-look/hud.html, the HUD drawn over a target frame at 852 × 393, each element numbered with its spec; the same for any other key screen, with the view that opens it>
|
|
322
|
+
- Screens: <title, how to play, settings, play, pause, the win or end card, the loss and retry>
|
|
323
|
+
- Look: <every screen in the world's kit: the plates' material, the faces, the icon family, the wordmark as art; a screen not specified gets invented by whoever reaches it first>
|
|
324
|
+
|
|
325
|
+
| Screen | What is on it | The one thing it must do | Entered by | Leaves to | Wow | Fun | Hook |
|
|
326
|
+
|---|---|---|---|---|---|---|---|
|
|
327
|
+
| <title> | <the title, one start control> | <start in one tap> | <load, or quit from pause> | <play> | <the key art, alive> | <the first tap answers> | <the world behind the wordmark, unvisited> |
|
|
328
|
+
|
|
329
|
+
## Getting around
|
|
330
|
+
<how the player moves between the hub and play: menu screens, or camera moves through one space>
|
|
331
|
+
|
|
332
|
+
| # | The move | What you see | Length | Why |
|
|
333
|
+
|---|---|---|---|---|
|
|
334
|
+
| <1> | <the hub: a map or chart, idle> | <what moves on it> | <idle loop> | <progress in one glance> |
|
|
335
|
+
| <2> | <into a level> | <the camera dives, the landmark rises> | <2.5 s, skippable> | <arrival as a place; the level loads under it> |
|
|
336
|
+
|
|
337
|
+
Budgets: <60 fps on a mid-range phone; under 3 s after the first viewing; reduced motion cuts to a cross-fade>
|
|
338
|
+
|
|
339
|
+
## Juice
|
|
340
|
+
| When | Visual | Motion | Sound | Camera and time | Haptic |
|
|
341
|
+
|---|---|---|---|---|---|
|
|
342
|
+
| <the core action resolves> | <visible response> | <recoil, squash or stillness> | <cue or silence> | <hitstop ms, shake> | <ms or none> |
|
|
343
|
+
|
|
344
|
+
Readability budget: <hero share of the screen, effect caps, the play layer clearest>
|
|
345
|
+
|
|
346
|
+
## Controls
|
|
347
|
+
| Device | Move | Act | Other |
|
|
348
|
+
|---|---|---|---|
|
|
349
|
+
| Touch | <floating stick, drag, tap zone> | <button or gesture, 44 px or more> | <pause corner> |
|
|
350
|
+
| Keys | <WASD or arrows> | <keys> | <pause, mute> |
|
|
351
|
+
| Pad | <stick> | <button> | <if the genre expects one> |
|
|
352
|
+
|
|
353
|
+
Assist: <what it widens or slows, and what it never changes>
|
|
354
|
+
|
|
355
|
+
## First look
|
|
356
|
+
<filled after it: what the pictures settled, each redraw with its before and after, the cost>
|
|
357
|
+
- Honest breaks: <where the pictures still break the plan's own rules, kept: "the lanterns are amber, which AD-1 keeps for the cargo; the level makes them cream">
|
|
358
|
+
|
|
359
|
+
## Criteria
|
|
360
|
+
- C1 mechanic: <what a player sees the core verb do>
|
|
361
|
+
- C2 feedback: <"a hit reads within 100 ms">
|
|
362
|
+
- C3 presentation: <"hero, threats and pickups told apart at phone size">
|
|
363
|
+
- …7 to 10, copied into funpixel.json "criteria"
|
|
364
|
+
|
|
365
|
+
## Lessons that apply
|
|
366
|
+
<our defaults, each kept or replaced with why (invent-first.md §5), plus `npx @funpixel/tools lessons` for this genre>
|
|
367
|
+
- Modelled places: <kept / why not>
|
|
368
|
+
- A GPU device tier and p95 frame budgets: <>
|
|
369
|
+
- Every attack tells (0.6 s or more): <>
|
|
370
|
+
- Teach once, at the element: <>
|
|
371
|
+
- A camera that never fights the player: <>
|
|
372
|
+
- Controls off the play and off the held object: <>
|
|
373
|
+
|
|
374
|
+
## Scope
|
|
375
|
+
- In v1: <the agreed scope>
|
|
376
|
+
- Cut, with why: <what was considered and left out>
|
|
377
|
+
- Later: <what waits for a later version>
|
|
378
|
+
- Money model: <premium, ads plus remove-ads, cosmetics and a pass, or a first act free then one unlock, per platform; what is never for sale> (skill fp:store, references/money.md)
|
|
379
|
+
|
|
380
|
+
## Build plan
|
|
381
|
+
| Milestone | What it proves | Built (it runs) | Passing (its gate) | Cost |
|
|
382
|
+
|---|---|---|---|---|
|
|
383
|
+
| <M0 controls spike on a phone> | <the verb feels right in two thumbs> | <date> | <a blind player does it unprompted> | <credits> |
|
|
384
|
+
| <M1 slice: one place in art and sound> | <the core loop, a win and a loss> | <> | <named tests green; panel 7.3> | <> |
|
|
385
|
+
Scope guard: <the cut that happens if M1 runs late: which places, kinds or extras go first>
|
|
386
|
+
|
|
387
|
+
## Track
|
|
388
|
+
<the stages, their gates (named evidence) and their state live in design/pipeline.json; `npx @funpixel/tools flow` prints the next step and the evidence that closes it. Note here only what the file cannot say: a stage skipped on purpose and why, or a gate the creator added>
|
|
389
|
+
|
|
390
|
+
## Pause points
|
|
391
|
+
<optional moments that invite someone to look (a friend, the owner, your next-morning self), never a gate>
|
|
392
|
+
|
|
393
|
+
| When | Who looked | What they said | What changed |
|
|
394
|
+
|---|---|---|---|
|
|
395
|
+
| <plan applied, first look, first slice> | <name> | <their words> | <the version it went into> |
|
|
396
|
+
|
|
397
|
+
## Risks
|
|
398
|
+
| Pillar | Risk | Handled by |
|
|
399
|
+
|---|---|---|
|
|
400
|
+
| <what must work> | <how it could fail on a phone> | <the design answer> |
|
|
401
|
+
|
|
402
|
+
## Open questions
|
|
403
|
+
- <one decision per line, everything you had to guess; ask after the person has seen the first look or played> — recommend: <your pick and why>
|
|
404
|
+
|
|
405
|
+
## Fix round (only while a round is unfinished)
|
|
406
|
+
| Finding | Next step |
|
|
407
|
+
|---|---|
|
|
408
|
+
|
|
409
|
+
## Part 2 · Build spec (targets now; rewritten from the code once it runs, and from then on Part 2 wins)
|
|
410
|
+
<world, step and units · each actor's numbers and its state machine · levels or rooms as a data file (design/levels/*.json) · events and saves · performance: GPU tiers, p95 frame budget>
|
|
411
|
+
|
|
412
|
+
### Behaviour tests
|
|
413
|
+
<the rules as test names, written before code; `funtools gdd` counts them and `funtools test` reads them back from the test files>
|
|
414
|
+
- `<a miss lands on what is behind the target>`
|
|
415
|
+
- `<every attack tells for 0.6 s or more before it lands>`
|
|
416
|
+
- `<the first input comes within 5 s of Play>`
|
|
417
|
+
```
|
|
@@ -0,0 +1,109 @@
|
|
|
1
|
+
# Card games
|
|
2
|
+
|
|
3
|
+
Solitaire and its cousins, deck-building runs, scoring roguelikes, duels. What the genre's best
|
|
4
|
+
games give players comes first, then the choices open to you, then the checks. The creator's brief
|
|
5
|
+
wins over anything here.
|
|
6
|
+
|
|
7
|
+
## What players remember
|
|
8
|
+
|
|
9
|
+
- **The hand that went off.** A combo that chains card after card, each one adding, until the
|
|
10
|
+
total blows past the target. The best card games stage scoring as a performance, not a sum.
|
|
11
|
+
- **The card that broke the run open.** One pick that turned an ordinary deck into a machine. The
|
|
12
|
+
story of a run is the story of a few cards.
|
|
13
|
+
- **The win cascade.** Classic Windows Solitaire's cards bouncing off the table after a win is
|
|
14
|
+
still what many people picture when they think of the game: the ending gets its own show.
|
|
15
|
+
- **A table with a mood.** Felt under a lamp, a smoky back room, a CRT glow, a wizard's desk. A
|
|
16
|
+
card game is set somewhere, even when nothing on it moves.
|
|
17
|
+
|
|
18
|
+
## The look and the world
|
|
19
|
+
|
|
20
|
+
- Cards are objects with weight: a thickness, a shadow, a slight tilt when held, a back design that
|
|
21
|
+
belongs to the world.
|
|
22
|
+
- The face design is the game's typography and iconography; it must read at phone size, so a large
|
|
23
|
+
corner index and one clear symbol beat illustrated detail.
|
|
24
|
+
- The table, the lighting and a few props (a candle, a coin stack, chips) set the world.
|
|
25
|
+
|
|
26
|
+
## Characters
|
|
27
|
+
|
|
28
|
+
A dealer, an opponent with a face, a jester on the joker, enemies with intentions: card games
|
|
29
|
+
borrow warmth from characters. Even solitaire gains from a small companion who reacts.
|
|
30
|
+
|
|
31
|
+
## HUD
|
|
32
|
+
|
|
33
|
+
Scores, multipliers, targets and deck counts sit at the edges; the hand and the play area own the
|
|
34
|
+
centre. The running total is the loudest element on screen during scoring, and nothing should cover
|
|
35
|
+
it.
|
|
36
|
+
|
|
37
|
+
## Feel
|
|
38
|
+
|
|
39
|
+
- A card lifts under the finger, follows it with a little lag and tilt, snaps to a legal spot and
|
|
40
|
+
springs back from an illegal one. Legal places light up the moment a card is picked up.
|
|
41
|
+
- Tap-to-play beside the drag, because dragging small cards on a phone is slow.
|
|
42
|
+
- The deal is staggered; scoring counts up with a pitch that rises card by card; a multiplier gets a
|
|
43
|
+
pause before it lands.
|
|
44
|
+
|
|
45
|
+
## Hits to study
|
|
46
|
+
|
|
47
|
+
- **Balatro.** Watch a scoring hand: cards fire one at a time, each number animates as it adds, and
|
|
48
|
+
a really good hand sets the score on fire. Notice that nothing on screen changes without moving,
|
|
49
|
+
and the CRT-and-felt look makes a card table feel like a place.
|
|
50
|
+
- **Slay the Spire.** Every enemy shows what it will do next and how much damage, before you commit.
|
|
51
|
+
A loss becomes a misread, never a surprise. Look at how a choice of three cards after each fight
|
|
52
|
+
shapes the run, and how the map shows risk ahead.
|
|
53
|
+
- **Classic Solitaire** (Windows, and the many phone versions). One rule set everyone knows, an
|
|
54
|
+
auto-complete when the game is won, and a celebration that has become part of the culture. Study
|
|
55
|
+
how short the path is from opening the app to moving a card.
|
|
56
|
+
|
|
57
|
+
## Conventions players bring
|
|
58
|
+
|
|
59
|
+
The genre hit's defaults its players expect without being told (Peggle's free-ball bucket never runs out; Suika's drop line; Pac-Man's queued turn; a survivors-like's auto-fire). Kept as defaults; breaking one is a choice stated in the design doc and told to the player.
|
|
60
|
+
Starting code with these as defaults, and the screen flow: [starters.md](starters.md), "Card".
|
|
61
|
+
|
|
62
|
+
## Wow catalogue
|
|
63
|
+
|
|
64
|
+
- A green felt table with default card faces is every card prototype. Pick a world and let it
|
|
65
|
+
reach the card backs, the table and the sounds.
|
|
66
|
+
|
|
67
|
+
Pick one signature and up to three more before building (`npx @funpixel/tools wow` prints what to build and how each is checked; `wow pick <id> --signature` records it in the GDD's `## Wow`):
|
|
68
|
+
|
|
69
|
+
- `card-hand-goes-off` (signature): The hand that goes off, Balatro
|
|
70
|
+
- `card-intent` (presentation): Every enemy shows its next move, Slay the Spire
|
|
71
|
+
- `card-jiggle` (juice): Cards that feel held, Balatro
|
|
72
|
+
- `card-run-breaker` (signature): The pick that breaks the run open, Balatro
|
|
73
|
+
- `card-pick-three` (feel): A choice of three after each fight, Slay the Spire
|
|
74
|
+
- `card-table-is-place` (presentation): The table is a place, Inscryption
|
|
75
|
+
|
|
76
|
+
## Open choices
|
|
77
|
+
|
|
78
|
+
A starting contract you may keep or break; write down which in the GDD's genre-card line.
|
|
79
|
+
|
|
80
|
+
- **Camera.** A fixed table view is usual; a slight perspective, a close-up for the scoring moment
|
|
81
|
+
or a scene around the table are all yours to choose.
|
|
82
|
+
- **Body.** No avatar by default; an opponent, a companion or the player's own hand can be the
|
|
83
|
+
character.
|
|
84
|
+
- **Core systems.** Pick, move, play. Then choose: deck building, a shop, jokers or relics that bend
|
|
85
|
+
the rules, a daily deal, a duel.
|
|
86
|
+
- **How a run ends.** A cleared board, a target score, a hand count or a deck run through a set of
|
|
87
|
+
fights; a results screen and instant restart.
|
|
88
|
+
- **Orientation.** Portrait suits a phone; a wide table can go landscape.
|
|
89
|
+
|
|
90
|
+
## Depth and replay
|
|
91
|
+
|
|
92
|
+
Options with reasons; more in skill `fp:game-logic`, its depth reference.
|
|
93
|
+
|
|
94
|
+
- A deck run of 10 to 20 minutes (estimated) or a solitaire deal of 3 to 5; the first choice comes
|
|
95
|
+
in the first hand.
|
|
96
|
+
- A daily seeded deal with a share card, the best score saved, and one unlock (a deck, a rule)
|
|
97
|
+
opened by the first win.
|
|
98
|
+
- Undo is free and restart is instant: a card game punishes misclicks with frustration, not depth.
|
|
99
|
+
|
|
100
|
+
## Engineering checks
|
|
101
|
+
|
|
102
|
+
- **Seeded deals.** Every deal comes from a seeded random source, so a bug, a daily and a share
|
|
103
|
+
code all replay the same cards. For solitaire, an unwinnable deal is either detected or impossible
|
|
104
|
+
by construction (skill `fp:game-logic`).
|
|
105
|
+
- **State the checks can read.** Expose `score`, `cards_left` or `hand`, and `seed`. One check
|
|
106
|
+
proves a legal move through a real drag (`pointer`, with `cards_left` falling).
|
|
107
|
+
|
|
108
|
+
**Shelf** (libraries that fit, none required): gsap for the deal; a seeded RNG (alea); DOM or Pixi.
|
|
109
|
+
No physics.
|