@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.
Files changed (2414) hide show
  1. package/LICENSE +115 -0
  2. package/NOTICE +28 -0
  3. package/README.md +110 -2
  4. package/bench/LICENSE +674 -0
  5. package/bench/README.md +10 -0
  6. package/bench/entrypoint.py +94 -0
  7. package/bench/handlers/__init__.py +53 -0
  8. package/bench/handlers/apply_skin.py +192 -0
  9. package/bench/handlers/apply_texture.py +195 -0
  10. package/bench/handlers/audit_clips.py +351 -0
  11. package/bench/handlers/author_clips.py +297 -0
  12. package/bench/handlers/author_motion.py +298 -0
  13. package/bench/handlers/bake_emissive.py +136 -0
  14. package/bench/handlers/build_level.py +395 -0
  15. package/bench/handlers/decimate.py +220 -0
  16. package/bench/handlers/fit_rig.py +273 -0
  17. package/bench/handlers/fracture.py +233 -0
  18. package/bench/handlers/humanoid.py +119 -0
  19. package/bench/handlers/inspect.py +212 -0
  20. package/bench/handlers/level_check.py +68 -0
  21. package/bench/handlers/level_geo.py +150 -0
  22. package/bench/handlers/level_proof.py +117 -0
  23. package/bench/handlers/level_props.py +135 -0
  24. package/bench/handlers/lod.py +83 -0
  25. package/bench/handlers/merge_clips.py +122 -0
  26. package/bench/handlers/mirror_limb.py +336 -0
  27. package/bench/handlers/motion_specs.json +11 -0
  28. package/bench/handlers/normalize_materials.py +182 -0
  29. package/bench/handlers/normalize_transform.py +174 -0
  30. package/bench/handlers/prune_clips.py +141 -0
  31. package/bench/handlers/raster.py +98 -0
  32. package/bench/handlers/render.py +239 -0
  33. package/bench/handlers/render_views.py +101 -0
  34. package/bench/handlers/retarget_clips.py +185 -0
  35. package/bench/handlers/scene.py +311 -0
  36. package/bench/handlers/sheet.py +118 -0
  37. package/bench/handlers/texels.py +176 -0
  38. package/bench/handlers/views.py +232 -0
  39. package/dist/api/generated/openapi.js +1 -0
  40. package/dist/api/http.js +71 -0
  41. package/dist/api/jobs.js +94 -0
  42. package/dist/assets/bakeoff.js +61 -0
  43. package/dist/assets/counts.js +60 -0
  44. package/dist/assets/gen.js +230 -0
  45. package/dist/assets/lock.js +77 -0
  46. package/dist/assets/manifest.js +236 -0
  47. package/dist/assets/palette-fit.js +99 -0
  48. package/dist/assets/pixelart.js +192 -0
  49. package/dist/assets/pixels.js +131 -0
  50. package/dist/assets/plan.js +169 -0
  51. package/dist/assets/process.js +209 -0
  52. package/dist/assets/script.js +194 -0
  53. package/dist/assets/steps.js +294 -0
  54. package/dist/bin.js +8 -0
  55. package/dist/board/board.js +99 -0
  56. package/dist/cast/library.js +102 -0
  57. package/dist/cast/measure.js +222 -0
  58. package/dist/cli.js +2917 -0
  59. package/dist/clip/clip.js +83 -0
  60. package/dist/commands/account.js +158 -0
  61. package/dist/commands/assets-pixels.js +106 -0
  62. package/dist/commands/assets.js +473 -0
  63. package/dist/commands/beats.js +77 -0
  64. package/dist/commands/board.js +162 -0
  65. package/dist/commands/boxes.js +89 -0
  66. package/dist/commands/capture-all.js +92 -0
  67. package/dist/commands/cast.js +84 -0
  68. package/dist/commands/character.js +58 -0
  69. package/dist/commands/check.js +404 -0
  70. package/dist/commands/clip.js +112 -0
  71. package/dist/commands/compare-takes.js +204 -0
  72. package/dist/commands/compare-target.js +149 -0
  73. package/dist/commands/compare.js +117 -0
  74. package/dist/commands/compose-variations.js +202 -0
  75. package/dist/commands/compose.js +163 -0
  76. package/dist/commands/cut.js +13 -0
  77. package/dist/commands/decide.js +90 -0
  78. package/dist/commands/depth.js +171 -0
  79. package/dist/commands/dev.js +138 -0
  80. package/dist/commands/directions.js +106 -0
  81. package/dist/commands/doctor.js +281 -0
  82. package/dist/commands/export.js +88 -0
  83. package/dist/commands/feedback.js +496 -0
  84. package/dist/commands/feel.js +144 -0
  85. package/dist/commands/fidelity.js +95 -0
  86. package/dist/commands/find.js +116 -0
  87. package/dist/commands/firstlook.js +138 -0
  88. package/dist/commands/flow.js +600 -0
  89. package/dist/commands/framing.js +53 -0
  90. package/dist/commands/gdd.js +227 -0
  91. package/dist/commands/gen.js +512 -0
  92. package/dist/commands/greenlight.js +148 -0
  93. package/dist/commands/hook.js +171 -0
  94. package/dist/commands/init.js +234 -0
  95. package/dist/commands/inspect.js +161 -0
  96. package/dist/commands/job.js +41 -0
  97. package/dist/commands/jobs.js +87 -0
  98. package/dist/commands/journal.js +58 -0
  99. package/dist/commands/journey.js +228 -0
  100. package/dist/commands/judge.js +191 -0
  101. package/dist/commands/lanes.js +571 -0
  102. package/dist/commands/lessons.js +74 -0
  103. package/dist/commands/life.js +134 -0
  104. package/dist/commands/login.js +134 -0
  105. package/dist/commands/look-3d.js +105 -0
  106. package/dist/commands/look-fit.js +116 -0
  107. package/dist/commands/look-hud.js +180 -0
  108. package/dist/commands/look-read.js +162 -0
  109. package/dist/commands/look-sheet.js +152 -0
  110. package/dist/commands/look-theme.js +136 -0
  111. package/dist/commands/look.js +373 -0
  112. package/dist/commands/loop.js +112 -0
  113. package/dist/commands/loudness.js +69 -0
  114. package/dist/commands/mobile-qa.js +119 -0
  115. package/dist/commands/model.js +256 -0
  116. package/dist/commands/models.js +93 -0
  117. package/dist/commands/motion.js +305 -0
  118. package/dist/commands/next.js +72 -0
  119. package/dist/commands/note.js +294 -0
  120. package/dist/commands/optimize.js +212 -0
  121. package/dist/commands/owner.js +109 -0
  122. package/dist/commands/pack.js +66 -0
  123. package/dist/commands/parts.js +635 -0
  124. package/dist/commands/phone.js +398 -0
  125. package/dist/commands/pick.js +146 -0
  126. package/dist/commands/pitch.js +205 -0
  127. package/dist/commands/places.js +89 -0
  128. package/dist/commands/play.js +368 -0
  129. package/dist/commands/playable.js +51 -0
  130. package/dist/commands/playtest.js +262 -0
  131. package/dist/commands/profile.js +292 -0
  132. package/dist/commands/progress.js +537 -0
  133. package/dist/commands/publish.js +165 -0
  134. package/dist/commands/reach.js +72 -0
  135. package/dist/commands/reel.js +177 -0
  136. package/dist/commands/review.js +112 -0
  137. package/dist/commands/rooms.js +180 -0
  138. package/dist/commands/schema.js +29 -0
  139. package/dist/commands/score.js +326 -0
  140. package/dist/commands/serve.js +67 -0
  141. package/dist/commands/setup.js +254 -0
  142. package/dist/commands/sim.js +179 -0
  143. package/dist/commands/simulator.js +154 -0
  144. package/dist/commands/smoke-build.js +305 -0
  145. package/dist/commands/smoke.js +37 -0
  146. package/dist/commands/spec.js +114 -0
  147. package/dist/commands/store.js +154 -0
  148. package/dist/commands/test.js +104 -0
  149. package/dist/commands/trailer.js +255 -0
  150. package/dist/commands/unity-editor.js +322 -0
  151. package/dist/commands/unity-player.js +672 -0
  152. package/dist/commands/unity.js +198 -0
  153. package/dist/commands/upgrade.js +186 -0
  154. package/dist/commands/variety.js +108 -0
  155. package/dist/commands/verify.js +293 -0
  156. package/dist/commands/walk.js +449 -0
  157. package/dist/commands/widen.js +133 -0
  158. package/dist/commands/world.js +175 -0
  159. package/dist/commands/wow.js +143 -0
  160. package/dist/commands/zero.js +71 -0
  161. package/dist/compose/adsheet.js +61 -0
  162. package/dist/compose/contract.js +248 -0
  163. package/dist/compose/facts.js +81 -0
  164. package/dist/compose/hyperframes.js +102 -0
  165. package/dist/compose/page.js +216 -0
  166. package/dist/compose/probe.js +160 -0
  167. package/dist/compose/run.js +170 -0
  168. package/dist/compose/sheet.js +92 -0
  169. package/dist/compose/starters.js +247 -0
  170. package/dist/compose/variations.js +203 -0
  171. package/dist/criteria.js +35 -0
  172. package/dist/depth/experience.js +61 -0
  173. package/dist/depth/fill.js +102 -0
  174. package/dist/depth/inventory.js +161 -0
  175. package/dist/depth/pacing.js +173 -0
  176. package/dist/depth/story.js +97 -0
  177. package/dist/dev/devtools.js +119 -0
  178. package/dist/dev/hold.js +46 -0
  179. package/dist/dev/lan.js +15 -0
  180. package/dist/dev/open.js +30 -0
  181. package/dist/dev/qr.js +124 -0
  182. package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
  183. package/dist/devtools/LICENSES/preact.LICENSE +21 -0
  184. package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
  185. package/dist/devtools/LICENSES/three.LICENSE +21 -0
  186. package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
  187. package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
  188. package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
  189. package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
  190. package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
  191. package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
  192. package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
  193. package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
  194. package/dist/direct/moves.js +234 -0
  195. package/dist/direct/read.js +59 -0
  196. package/dist/direct/round.js +80 -0
  197. package/dist/doctor/host.js +245 -0
  198. package/dist/doctor/unity-checks.js +380 -0
  199. package/dist/doctor/unity-history.js +589 -0
  200. package/dist/doctor/unity-host.js +160 -0
  201. package/dist/doctor/unity-import-rules.js +874 -0
  202. package/dist/doctor/unity-meta.js +225 -0
  203. package/dist/doctor/unity-project.js +297 -0
  204. package/dist/doctor/unity.js +171 -0
  205. package/dist/export/export.js +165 -0
  206. package/dist/export/metadata.js +25 -0
  207. package/dist/export/runtime.js +119 -0
  208. package/dist/export/scan.js +78 -0
  209. package/dist/export/select.js +193 -0
  210. package/dist/export/strip.js +42 -0
  211. package/dist/feedback/ab.js +55 -0
  212. package/dist/feedback/auto.js +44 -0
  213. package/dist/feedback/learn.js +255 -0
  214. package/dist/feedback/measure.js +49 -0
  215. package/dist/feedback/page.js +66 -0
  216. package/dist/feel/feedback.js +85 -0
  217. package/dist/feel/judge.js +420 -0
  218. package/dist/feel/run.js +185 -0
  219. package/dist/feel/spec.js +124 -0
  220. package/dist/feel/sweep.js +156 -0
  221. package/dist/fidelity/consistency.js +205 -0
  222. package/dist/fidelity/match.js +675 -0
  223. package/dist/fidelity/run.js +107 -0
  224. package/dist/find/keywords.js +97 -0
  225. package/dist/find/names.js +45 -0
  226. package/dist/find/route.js +59 -0
  227. package/dist/firstlook/quality.js +261 -0
  228. package/dist/firstlook/render.js +111 -0
  229. package/dist/firstlook/set.js +218 -0
  230. package/dist/flow/flow.js +455 -0
  231. package/dist/flow/look.js +139 -0
  232. package/dist/frame/behaviour.js +53 -0
  233. package/dist/frame/clock.js +117 -0
  234. package/dist/frame/contract.js +111 -0
  235. package/dist/frame/genre.js +65 -0
  236. package/dist/frame/idle.js +58 -0
  237. package/dist/frame/opening.js +171 -0
  238. package/dist/frames/loop.js +52 -0
  239. package/dist/frames/sheet.js +69 -0
  240. package/dist/gdd/book.js +483 -0
  241. package/dist/gdd/chapters.js +71 -0
  242. package/dist/gdd/design.js +135 -0
  243. package/dist/gdd/doc.js +32 -0
  244. package/dist/gdd/levelmap.js +428 -0
  245. package/dist/gdd/measures.js +477 -0
  246. package/dist/gdd/page.js +111 -0
  247. package/dist/gdd/rubric.js +250 -0
  248. package/dist/gdd/size.js +83 -0
  249. package/dist/gdd/tiers.js +148 -0
  250. package/dist/gdd/world.js +98 -0
  251. package/dist/gdd/worth.js +507 -0
  252. package/dist/gen/kinds.js +451 -0
  253. package/dist/gen/local/doctor.js +25 -0
  254. package/dist/gen/local/index.js +3 -0
  255. package/dist/gen/local/kokoro.js +334 -0
  256. package/dist/gen/local/master.js +248 -0
  257. package/dist/gen/local/provider.js +65 -0
  258. package/dist/gen/local/voice-rules.js +156 -0
  259. package/dist/gen/models.generated.js +469 -0
  260. package/dist/gen/models.js +53 -0
  261. package/dist/gen/prompt-lint.js +35 -0
  262. package/dist/gen/record.js +73 -0
  263. package/dist/gen/save.js +101 -0
  264. package/dist/gen/title.js +55 -0
  265. package/dist/gen/unity.js +334 -0
  266. package/dist/goals/goals.js +204 -0
  267. package/dist/goals/run.js +90 -0
  268. package/dist/greenlight/ambition.js +42 -0
  269. package/dist/greenlight/bible.js +138 -0
  270. package/dist/greenlight/lock.js +48 -0
  271. package/dist/greenlight/match.js +19 -0
  272. package/dist/greenlight/md.js +82 -0
  273. package/dist/greenlight/page.js +100 -0
  274. package/dist/greenlight/pitches.js +66 -0
  275. package/dist/greenlight/worth.js +90 -0
  276. package/dist/guidance.js +24 -0
  277. package/dist/init/bare.js +114 -0
  278. package/dist/init/git.js +56 -0
  279. package/dist/init/starter.js +166 -0
  280. package/dist/init/starters.js +179 -0
  281. package/dist/inspect/describe.js +125 -0
  282. package/dist/inspect/devserver.js +40 -0
  283. package/dist/journey/diff.js +74 -0
  284. package/dist/journey/from-round.js +44 -0
  285. package/dist/journey/record.js +76 -0
  286. package/dist/journey/run.js +139 -0
  287. package/dist/journey/script.js +223 -0
  288. package/dist/judge/common.js +60 -0
  289. package/dist/judge/identity.js +68 -0
  290. package/dist/judge/sources.js +37 -0
  291. package/dist/judge/structure.js +59 -0
  292. package/dist/keys/device.js +145 -0
  293. package/dist/keys/store.js +167 -0
  294. package/dist/lanes/fence.js +108 -0
  295. package/dist/lanes/gate.js +123 -0
  296. package/dist/lanes/lanes.js +355 -0
  297. package/dist/lanes/union.js +62 -0
  298. package/dist/lanes/where.js +49 -0
  299. package/dist/lessons/motifs.js +97 -0
  300. package/dist/lessons/store.js +56 -0
  301. package/dist/look/anim.js +206 -0
  302. package/dist/look/boxes.js +209 -0
  303. package/dist/look/dressing.js +24 -0
  304. package/dist/look/feedback.js +50 -0
  305. package/dist/look/fit.js +123 -0
  306. package/dist/look/held.js +92 -0
  307. package/dist/look/hook.js +169 -0
  308. package/dist/look/hud.js +189 -0
  309. package/dist/look/image-io.js +50 -0
  310. package/dist/look/life.js +96 -0
  311. package/dist/look/light.js +42 -0
  312. package/dist/look/look.js +85 -0
  313. package/dist/look/loops.js +108 -0
  314. package/dist/look/made-of.js +242 -0
  315. package/dist/look/moments.js +32 -0
  316. package/dist/look/motion.js +44 -0
  317. package/dist/look/phone-play.js +142 -0
  318. package/dist/look/player.js +32 -0
  319. package/dist/look/png.js +117 -0
  320. package/dist/look/readability.js +100 -0
  321. package/dist/look/roles.js +109 -0
  322. package/dist/look/sheet.js +104 -0
  323. package/dist/look/theme.js +278 -0
  324. package/dist/look/touch.js +129 -0
  325. package/dist/look/ui-style.js +102 -0
  326. package/dist/machine/procs.js +117 -0
  327. package/dist/managed.js +15 -0
  328. package/dist/mcp/hosted.js +174 -0
  329. package/dist/mcp/models.generated.js +538 -0
  330. package/dist/mcp/models.js +35 -0
  331. package/dist/mcp/server.js +330 -0
  332. package/dist/memory/decisions.js +138 -0
  333. package/dist/memory/journal.js +108 -0
  334. package/dist/model/bench.js +83 -0
  335. package/dist/model/blender.js +106 -0
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  337. package/dist/model/finalize.js +33 -0
  338. package/dist/motion/checks.js +173 -0
  339. package/dist/motion/contract.js +177 -0
  340. package/dist/motion/encode.js +37 -0
  341. package/dist/motion/render.js +167 -0
  342. package/dist/motion/starter.js +54 -0
  343. package/dist/optimize/check.js +29 -0
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  345. package/dist/owner/bar.js +285 -0
  346. package/dist/owner/match.js +105 -0
  347. package/dist/pack/build.js +97 -0
  348. package/dist/pack/deps.js +28 -0
  349. package/dist/pack/leaks.js +77 -0
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  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
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  363. package/dist/play/server.js +274 -0
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  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
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  394. package/dist/production/contract.js +61 -0
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  396. package/dist/production/tier.js +66 -0
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  404. package/dist/publish/funpixel.js +96 -0
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  2305. package/templates/common/src/world.ts +91 -0
  2306. package/templates/common/test/feel.json +36 -0
  2307. package/templates/common/test/platform.test.ts +42 -0
  2308. package/templates/common/test/probes.ts +72 -0
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  2310. package/templates/common/tsconfig.json +16 -0
  2311. package/templates/common/vite.config.ts +6 -0
  2312. package/templates/pixi/src/character.ts +63 -0
  2313. package/templates/pixi/src/game.ts +99 -0
  2314. package/templates/pixi/src/world-hud.ts +16 -0
  2315. package/templates/spec/common/src/chapters.ts +97 -0
  2316. package/templates/spec/common/src/levels.ts +68 -0
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  2414. package/unity/com.funpixel.probe/package.json.meta +7 -0
@@ -0,0 +1,128 @@
1
+ # Shooters
2
+
3
+ Twin-stick arenas, bullet hells and vertical scrollers, arena shooters, top-down run-and-gun,
4
+ first-person arenas. (Survivor-likes with automatic fire are on the survival card.) What the
5
+ genre's best games give players comes first, then the choices open to you, then the checks. The
6
+ creator's brief wins over anything here.
7
+
8
+ ## What players remember
9
+
10
+ - **The gun that felt amazing.** The kick, the sound, the enemy thrown back. A shooter is loved for
11
+ how shooting feels long before anyone reads its upgrade tree.
12
+ - **The dodge through a wall of bullets.** Threading a gap with a pixel to spare, rolling through a
13
+ shot at the last moment. The best shooters make the player feel untouchable because they earned it.
14
+ - **The screen that erupts.** A boss exploding in stages, a chain of kills that lights the arena, a
15
+ grid that bends under the blast.
16
+ - **The room they cleared by the skin of their teeth**, and the one weapon they found that changed
17
+ the run.
18
+
19
+ ## The look and the world
20
+
21
+ - Enemy shots are the brightest, most readable things on screen and share one threat colour; the
22
+ player's own shots are quieter so they never hide danger.
23
+ - Each enemy kind has one shape and one colour, readable in a swarm.
24
+ - The floor answers the action: scorch marks, shells and bodies that stay, a grid that ripples.
25
+ - A strong world makes a shooter memorable: a dungeon of gun-shaped jokes, a neon void, a
26
+ mutant wasteland.
27
+
28
+ ## Characters
29
+
30
+ A hero with a silhouette readable at 30 px and a personality in how they move (a swagger, a roll, a
31
+ lean). Bosses are characters with phases and tells. Guns can be characters too: named, drawn big,
32
+ with their own sound.
33
+
34
+ ## HUD
35
+
36
+ Health as hearts or pips (countable at a glance), ammo or a cooldown near the hero or a corner, a
37
+ boss bar across the top when it matters. The play space stays clear; the aim reticle or the second
38
+ stick zone never hides a threat.
39
+
40
+ ## Feel
41
+
42
+ - Every shot: a muzzle flash, a kick of the gun, a recoil nudge on the hero, a distinct sound.
43
+ - Every hit: a spark, a flash on the enemy, knockback, a short freeze on a kill (a few frames).
44
+ - Screen shake scaled to the weapon and capped; the camera leans a little toward where the player
45
+ aims.
46
+ - The dodge has a clear safe window and a committed tail: it is a decision, not a spam button.
47
+
48
+ ## Hits to study
49
+
50
+ - **Enter the Gungeon.** The dodge roll lasts about 0.7 s and only its first half is invulnerable,
51
+ so a roll is a commitment. Watch how enemy bullets are larger and brighter than the player's, and
52
+ how a scarce screen-clearing blank works as a panic button.
53
+ - **Geometry Wars.** One shape and one colour per enemy kind, readable at a glance in a swarm; the
54
+ background grid bends and ripples back under every shot and blast, so the floor answers the
55
+ player. Its designer plotted the enemy shapes by hand on graph paper.
56
+ - **Touhou and the bullet-hell tradition.** The player's real hitbox is far smaller than the sprite
57
+ and shows as a dot while moving slowly, which is why walls of bullets are passable. Look at how
58
+ patterns are designed as readable shapes (spirals, fans, rings) the player learns to read.
59
+ - Nuclear Throne is often cited for its screen shake and weapon feel (kick, knockback, a brief freeze
60
+ on kills, bodies and shells that stay); its shake setting goes to 200%.
61
+
62
+ ## Conventions players bring
63
+
64
+ What a player of the hit expects without being told. Keep them as defaults; breaking one is a choice to state in the design doc and to tell the player in the game (a how-to line, a first-screen hint), or it reads as a bug.
65
+ Starting code with these as defaults, and the screen flow: [starters.md](starters.md), "Shooter".
66
+
67
+ - Enemy bullets are larger and brighter than the player's own (Enter the Gungeon), and the player's hitbox is smaller than the sprite.
68
+ - Holding fire keeps firing; on a phone, aim follows a thumb or assists toward the nearest target.
69
+ - A brief invulnerable window after a hit, shown on the hero, so one mistake is not three.
70
+ - A scarce panic button (Gungeon's blank) for the moment the screen fills.
71
+
72
+ ## Wow catalogue
73
+
74
+ - A blue ship shooting red squares in a black void is every shooter prototype. Give the world a
75
+ premise and let it reach the enemies, the guns and the sounds.
76
+
77
+ 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`):
78
+
79
+ - `shooter-gun-is-move` (signature): The gun is also how you move, Downwell
80
+ - `shooter-kick-sleep` (juice): Kick, flash and a sleep on kills, Nuclear Throne
81
+ - `shooter-roll-window` (feel): A dodge with a committed tail, Enter the Gungeon
82
+ - `shooter-threat-colour` (presentation): One colour means danger, Enter the Gungeon
83
+ - `shooter-boss-idea` (signature): Each boss one new idea, Hollow Knight
84
+ - `shooter-pick-three` (feel): A choice of three after each room, Hades
85
+
86
+ ## What is each weapon for?
87
+
88
+ A design question for the GDD: for each gun, upgrade or panic button, the situation where it beats
89
+ the others (range, a crowd, armour, a state it opens or finishes) and what it costs. Two guns that
90
+ answer the same situation are one weapon wearing two looks (our reading). One of our
91
+ hand-iterated games answered it per weapon (a cutter for joints, a rivet driver that pins an enemy
92
+ from range, a scattergun that clears a crowd at the cost of stealth, a knife that finishes a staggered
93
+ enemy). A question, not a mandate; more in skill `funpixel-game-feel`, `references/contact.md`.
94
+
95
+ ## Open choices
96
+
97
+ A starting contract you may keep or break; write down which in the GDD's genre-card line.
98
+
99
+ - **Camera.** Top-down follow with a dead zone is the common phone shape; a vertical scroller, a
100
+ side-on run-and-gun, a fixed arena and a first-person view are all real choices. First person on a
101
+ phone asks for two thumbs and careful look controls: commit to it or pick another camera.
102
+ - **Body.** One hero or ship.
103
+ - **Core systems.** Move and shoot; aim on a second stick when aiming is the skill, or auto-aim at
104
+ the nearest threat when movement is. Then choose: a dodge, pickups, weapon swaps, rooms, bosses,
105
+ upgrades between rooms.
106
+ - **How a run ends.** Death, a boss beaten, a timer or a room count; the picks carry the run.
107
+ - **Orientation.** Landscape for twin-stick; portrait for a vertical scroller.
108
+
109
+ ## Depth and replay
110
+
111
+ Options with reasons; more in skill `funpixel-game-logic`, its depth reference.
112
+
113
+ - An arena run of about 5 to 15 minutes (estimated), the first upgrade within 20 to 30 s, then a pick
114
+ every minute or two; a boss or a timer is the finish line.
115
+ - Endless waves past the boss with the counter still climbing, or a score attack; the best wave or
116
+ score saved, and one thing unlocked for run two.
117
+
118
+ ## Engineering checks
119
+
120
+ - **Pool before the first enemy.** Many bullets and enemies want an ECS or plain arrays, pooling, and
121
+ one draw call per family (Pixi `ParticleContainer`, Three `InstancedMesh`).
122
+ - **Shake on the render offset.** Apply shake to where the camera draws, never to the position it
123
+ follows, so the follow and the checks read a steady camera (skill `funpixel-game-spine`, its
124
+ camera reference).
125
+ - **State the checks can read.** Expose `wave` or `time_alive`, `kills`, `level`. One check proves
126
+ movement through the real stick or key; with automatic fire, one proves `kills` rises with no input.
127
+
128
+ **Shelf** (libraries that fit, none required): bitecs or miniplex; nipplejs for a second stick; gsap.
@@ -0,0 +1,112 @@
1
+ # Simulation, idle and cozy
2
+
3
+ Farming and life sims, idle clickers, tycoons, cozy sandboxes, little worlds to tend. What the
4
+ genre's best games give players comes first, then the choices open to you, then the checks. The
5
+ creator's brief wins over anything here.
6
+
7
+ ## What players remember
8
+
9
+ - **The morning after.** Waking up to crops that grew overnight, a shop that earned while they were
10
+ away, a villager with news. The best sims end a day on a promise and keep it the next session.
11
+ - **The place becoming theirs.** The farm laid out their way, the room decorated, the town grown
12
+ from one road. Ownership is the reward, so the player's choices must show in the world.
13
+ - **The number that got huge.** In idle games, the jump from thousands to millions to names for
14
+ numbers nobody has heard of, and the purchase that doubled everything at once.
15
+ - **Small, perfect responses.** The pop of a harvested turnip, the squish of a clicked cookie, a
16
+ door that chimes. A calm game still answers every touch.
17
+
18
+ ## The look and the world
19
+
20
+ - Warm light, soft shadows and a time of day that moves: morning, dusk and night each change the
21
+ palette. Seasons, if the game has them, repaint the world.
22
+ - Things grow and change visibly: a sapling to a tree, an empty plot to a field, a shack to a shop.
23
+ - A cozy world is dense with small detail near the player and quiet at the edges.
24
+
25
+ ## Characters
26
+
27
+ Neighbours with names, routines and a line of dialogue that changes are what turn a sim into a
28
+ place. Even an idle game gains from a mascot or a manager who reacts to milestones.
29
+
30
+ ## HUD
31
+
32
+ The clock, the calendar, the money and the energy (or its equivalent) sit in one corner, always
33
+ readable. Numbers format for humans (1.2K, 3.4M) and tick up rather than jump. The screen centre is
34
+ the world, not panels; menus slide in and leave.
35
+
36
+ ## Feel
37
+
38
+ - Every action answers with a little animation and a sound; tools have weight (a swing, a pause, a
39
+ result).
40
+ - Time is felt: a day that visibly advances, lamps that light at dusk, a bell at closing time.
41
+ - Calm can move: a sway, a drift, a ticking counter show the world is alive. A still screen chosen
42
+ on purpose is a valid style too.
43
+
44
+ ## Hits to study
45
+
46
+ - **Stardew Valley.** Ten game minutes pass in about 7 real seconds, so a day runs about 14 minutes
47
+ and ends on its own. Look at how the day's end summarises what you earned and how the next
48
+ morning is the hook, with the calendar showing festivals and birthdays ahead.
49
+ - **Animal Crossing: New Horizons.** Time follows the real clock, so a session is short and daily.
50
+ Watch how villagers greet you, how the island fills with things the player placed, and how
51
+ collecting (fish, bugs, fossils) gives a quiet game a shelf to complete.
52
+ - **Cookie Clicker.** One big cookie that squishes on every click, a rate per second always visible,
53
+ and a golden cookie that appears rarely and briefly for a big bonus. Study how a few rare,
54
+ well-timed surprises keep an idle loop awake.
55
+
56
+ ## Conventions players bring
57
+
58
+ What a player of the hit expects without being told. Keep them as defaults; breaking one is a choice to state in the design doc and to tell the player in the game (a how-to line, a first-screen hint), or it reads as a bug.
59
+ Starting code with these as defaults, and the screen flow: [starters.md](starters.md), "Simulation".
60
+
61
+ - No fail state that throws away an hour: a bad day costs a day's earnings, not the farm (Stardew Valley).
62
+ - The day or cycle ends with a summary of what was made and earned, the natural place to stop or go on.
63
+ - A tool acts on the tile or thing the player faces, highlighted before the press.
64
+ - Time pauses in menus and while reading.
65
+
66
+ ## Wow catalogue
67
+
68
+ - A grid of identical buildings with coin icons is every idle prototype. Give each tier a look and
69
+ a joke, and make the next tier something the player wants to see.
70
+
71
+ 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`):
72
+
73
+ - `sim-day-ends` (signature): The day ends by itself, Stardew Valley
74
+ - `sim-every-action` (juice): Every action answers, Stardew Valley
75
+ - `sim-calendar` (presentation): What is coming is visible, Stardew Valley
76
+ - `sim-placing-tells` (signature): Placing things tells a life, Unpacking
77
+ - `sim-world-changes` (presentation): The world changes because of you, Animal Crossing
78
+ - `sim-energy` (feel): A day has a budget, Stardew Valley
79
+
80
+ ## Open choices
81
+
82
+ A starting contract you may keep or break; write down which in the GDD's genre-card line.
83
+
84
+ - **Camera.** A fixed or gently panning view; a top-down town, an isometric room, a side-on shop
85
+ counter, or no world at all for a pure idle.
86
+ - **Body.** Often none; an avatar who walks the farm is also classic.
87
+ - **Core systems.** Earn, buy, place, grow. Then choose: a day clock, energy, seasons, residents,
88
+ collections, prestige (reset for a permanent bonus), offline progress.
89
+ - **How a session ends.** A day turned, a quota met, a season closed, a prestige reset. Many cozy
90
+ games have no way to lose, and that is fine; what they still need is a session that closes.
91
+ - **Orientation.** Portrait for an idle tapper; landscape or either for a town.
92
+
93
+ ## Depth and replay
94
+
95
+ Options with reasons; more in skill `funpixel-game-logic`, its depth reference.
96
+
97
+ - A session is one day, season or contract of about 10 to 15 minutes (estimated), ending on its own
98
+ with what tomorrow brings on screen.
99
+ - A goal ladder (the next building, the next tier), a best day saved, and a scenario or sandbox mode
100
+ opened by the first goal.
101
+ - Tune the economy with a headless bot before art: a pacing sweep finds a 65-minute late game before
102
+ a person does (skill `funpixel-game-logic`).
103
+
104
+ ## Engineering checks
105
+
106
+ - **Persistence is the game.** Save on change and resume exactly where the player left. Offline
107
+ progress is computed on load, capped and shown in a welcome-back card: our studio's first idle
108
+ paid out a whole city for one night away.
109
+ - **State the checks can read.** Expose `currency`, `rate`, and `day` or `level`. One check proves
110
+ the core tap raises `currency` through a real `pointer`; one proves a purchase raises `rate`.
111
+
112
+ **Shelf** (libraries that fit, none required): `SaveManager`; yuka for agent routines; gsap.
@@ -0,0 +1,116 @@
1
+ # Strategy
2
+
3
+ Tower defense, small turn-based tactics, network and route builders, tycoon loops, base builders.
4
+ What the genre's best games give players comes first, then the choices open to you, then the
5
+ checks. The creator's brief wins over anything here.
6
+
7
+ ## What players remember
8
+
9
+ - **The plan that held.** The last wave breaking on a line of towers they built, a turn where every
10
+ unit moved and nothing was wasted. Strategy's peak is watching a decision pay off.
11
+ - **The save at one life.** A leak stopped by the last tower, a city saved by pushing an enemy into
12
+ another. Near-disasters are the stories.
13
+ - **The board growing under their hands.** A metro map that sprawled, a maze of towers that became
14
+ a machine. The final board is a picture of the player's thinking.
15
+ - **Knowing what is coming.** Seeing the next wave or the enemy's intent and outwitting it. Good
16
+ strategy is fair because it is readable.
17
+
18
+ ## The look and the world
19
+
20
+ - A board that reads at a glance: terrain types by colour and shape, paths clearly paths, one
21
+ threat colour reserved for threats.
22
+ - The world has a theme that gives the units their jokes and their silhouettes (knights and orcs,
23
+ mechs and bugs, trains and stations).
24
+ - Minimal can be beautiful: a clean diagram-like look (Mini Metro) is a style, not a lack of one.
25
+
26
+ ## Units and characters
27
+
28
+ Each unit type has one silhouette, one colour and one job. Heroes, commanders or a narrator who
29
+ comments on the battle give a board game a voice. Enemies should look like what they do (fast ones
30
+ lean forward, armoured ones are bulky).
31
+
32
+ ## HUD
33
+
34
+ Resources and lives in one corner, the next wave or turn indicator where the eye returns between
35
+ decisions, and build or command buttons along the thumb edge. Tooltips and range rings appear on
36
+ touch, not all the time.
37
+
38
+ ## Feel
39
+
40
+ - Placement is loud: a ghost under the finger that turns green or red, a snap to the grid, a thud
41
+ and a puff of dust when it lands, a refusal sound when it cannot.
42
+ - Upgrades change the look of a tower or unit, not only a number.
43
+ - Time controls (pause, speed up) and a clear "start the wave" button put the player in charge of
44
+ tempo.
45
+
46
+ ## Hits to study
47
+
48
+ - **Kingdom Rush.** Each tower has a clear role and branches into specialised upgrades that look
49
+ different; a hero unit you move gives an active verb in a placement game. Look at the early-call
50
+ button, which pays extra for starting the next wave sooner and turns confidence into reward.
51
+ - **Into the Breach.** Every enemy shows exactly what it will do next turn, on a small grid, and your
52
+ tools mostly push and redirect rather than kill. Study how perfect information makes each turn a
53
+ puzzle with several clever answers, and how a whole battle fits on one phone-sized board.
54
+ - **Mini Metro.** One new piece of pressure at a time (a station, a shape, a crowded line), a small
55
+ upgrade choice on a weekly cadence, and a soundtrack generated from the network itself, so growth
56
+ and strain are heard.
57
+
58
+ ## Conventions players bring
59
+
60
+ What a player of the hit expects without being told. Keep them as defaults; breaking one is a choice to state in the design doc and to tell the player in the game (a how-to line, a first-screen hint), or it reads as a bug.
61
+ Starting code with these as defaults, and the screen flow: [starters.md](starters.md), "Tactics".
62
+
63
+ - The enemy's next move is shown before the player commits (Into the Breach's attack previews).
64
+ - One take-back: Into the Breach allows one turn reset a battle; a misclick is not a lost campaign.
65
+ - Full information on hover or tap: range, damage and who acts next.
66
+ - A turn ends on the player's say, never on a timer, unless the timer is the design.
67
+
68
+ ## Wow catalogue
69
+
70
+ - Three towers named Arrow, Cannon and Magic on a grass path is every tower-defense prototype. Tie
71
+ the units to a world with its own logic.
72
+
73
+ 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`):
74
+
75
+ - `strategy-telegraph` (signature): Every attack shown before your turn, Into the Breach
76
+ - `strategy-one-frame` (presentation): The whole battle in one frame, Bad North
77
+ - `strategy-upgrade-shape` (juice): An upgrade changes the silhouette, Kingdom Rush
78
+ - `strategy-reset` (feel): One reset per battle, Into the Breach
79
+ - `strategy-paced-choice` (feel): One upgrade a week, Mini Metro
80
+ - `strategy-map-twist` (signature): Each map one twist, Kingdom Rush
81
+
82
+ ## Open choices
83
+
84
+ A starting contract you may keep or break; write down which in the GDD's genre-card line.
85
+
86
+ - **Camera.** A fixed board, or pan and zoom for a large map; isometric and top-down both work.
87
+ - **Body.** No avatar by default: a brief that says "I hold the pass" names the player's role,
88
+ not a character who walks around. A single hero unit is an option.
89
+ - **Core systems.** Place and upgrade between rounds, or command units turn by turn. Then choose:
90
+ waves, a route network, resources, research, terrain effects, a boss.
91
+ - **How a match ends.** A final wave, a day target, a quota, or the network or base collapsing;
92
+ a win screen and a way back in. Between rounds nothing attacks; the player decides when the next
93
+ starts.
94
+ - **Real time or turns.** A real-time base builder asks for sustained attention; on a phone,
95
+ short rounds or turns often fit better. Your call.
96
+
97
+ ## Depth and replay
98
+
99
+ Options with reasons; more in skill `funpixel-game-logic`, its depth reference.
100
+
101
+ - A match of about 5 to 10 minutes on a phone (estimated), with the first real decision inside 30 s.
102
+ - The ramp is the wave list: each wave adds something new, and the player sees it before it starts.
103
+ - Difficulty tiers or a second map opened by the first win, a best score per map saved, and a daily
104
+ seeded scenario.
105
+
106
+ ## Engineering checks
107
+
108
+ - **A silent failed placement** is this genre's most common bug: every refused placement shows why
109
+ (the red ghost, a sound, a short reason).
110
+ - **Balance with a bot that plays well** before tuning by hand; a bot that places at random proves
111
+ nothing (skill `funpixel-game-logic`).
112
+ - **State the checks can read.** Expose `wave` or `day`, `gold`, `lives`. One check proves a
113
+ placement through a real tap (`towers` rises); one proves a wave runs with no input.
114
+
115
+ **Shelf** (libraries that fit, none required): easystarjs for grid paths; bitecs for many units;
116
+ `SaveManager` for a tycoon.
@@ -0,0 +1,122 @@
1
+ # Survival
2
+
3
+ Survivor-likes (a horde, a timer, upgrades), wave defence, and resource survival (gather, craft,
4
+ last the night). What the genre's best games give players comes first, then the choices open to
5
+ you, then the checks. The creator's brief wins over anything here.
6
+
7
+ ## What players remember
8
+
9
+ - **The screen full of enemies, and the build that melts them.** Minute one is a trickle; minute
10
+ twenty is a wall of bodies evaporating around a character who has become a storm. The distance
11
+ between those two pictures is the whole game.
12
+ - **The level-up that changed everything.** An evolution, a synergy, a pick that made two weapons
13
+ into one monster. Players retell their builds.
14
+ - **The chest.** The rarest reward gets the longest ceremony, and players remember the jackpot.
15
+ - **The first night.** In resource survival: the light going, the sounds changing, the fire you
16
+ built just in time. Dread is a feeling to design, not a side effect.
17
+ - **One more run.** Falling short of the clock by seconds is the reason to go again.
18
+
19
+ ## The look and the world
20
+
21
+ - The hero reads against any crowd: a brighter value, an outline, a colour no enemy uses.
22
+ - Enemies come in families, each with one silhouette and colour, so a swarm reads as types.
23
+ - Pickups glow or pulse; the floor stays darker and quieter than everything on it.
24
+ - For resource survival, day and night are two different palettes, and night is a real threat.
25
+
26
+ ## Characters
27
+
28
+ Pick-able heroes with one starting weapon and one quirk each give a survivor-like its roster.
29
+ Bosses announce themselves (a warning, a sound, a camera nudge). A merchant between waves can have
30
+ a face and a line.
31
+
32
+ ## HUD
33
+
34
+ A clock or wave counter the player always sees, a health bar that reads at a glance, an XP bar
35
+ across an edge, and the weapons owned as small icons. Level-up and shop screens pause the world and
36
+ own the whole screen while they are up.
37
+
38
+ ## Feel
39
+
40
+ - Every hit sparks, every kill pops, and the XP gems vacuum toward the hero with a rising chime.
41
+ - The level-up is a punctuation mark: freeze, three cards, one tap, resume with a burst.
42
+ - A low-health cue (a heartbeat, a red edge) tells the player to change what they are doing.
43
+ - Upgrades are visible in play (a bigger aura, more projectiles), never a hidden percentage.
44
+
45
+ ## Hits to study
46
+
47
+ - **Vampire Survivors.** A known finish line (the 30-minute mark) makes a run that falls short feel
48
+ like a near miss. Look at how the chest opening escalates past every other pickup, how weapon
49
+ evolutions reward two choices made together, and how late-game screens look nothing like the
50
+ first minute.
51
+ - **Brotato.** 20 waves; the first lasts 20 s, each adds 5 s up to 60 s, the last (a boss) runs
52
+ 90 s, and a shop sits between waves. Study how a published schedule paces a run, and how short
53
+ early waves put the first shop inside 20 seconds.
54
+ - **Don't Starve.** Night falls and without light something unseen attacks, so fire is the first
55
+ thing a new player learns to fear losing. Look at the hand-drawn, gothic look, the sanity that
56
+ bends the world's picture, and how seasons change what each day needs.
57
+
58
+ ## Conventions players bring
59
+
60
+ What a player of the hit expects without being told. Keep them as defaults; breaking one is a choice to state in the design doc and to tell the player in the game (a how-to line, a first-screen hint), or it reads as a bug.
61
+ Starting code with these as defaults, and the screen flow: [starters.md](starters.md), "Survivors-like".
62
+
63
+ - Auto-fire (Vampire Survivors, Brotato): the player's verb is movement and choice; attacks happen on their own.
64
+ - A level-up pauses play and offers three or four upgrades to pick from; XP drops fly to the player inside a pickup radius.
65
+ - A run has a known length and an ending (Vampire Survivors' 30-minute clock, Brotato's 20 waves), with the boss or reaper as the last beat.
66
+ - The swarm builds up gradually: the first minute is safe while the player learns to move.
67
+
68
+ ## Wow catalogue
69
+
70
+ - Green zombies on grass around a soldier is every survivor prototype. Pick a world whose enemies
71
+ have a reason to swarm (bees, ghosts, bureaucrats, weeds).
72
+
73
+ 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`):
74
+
75
+ - `survival-chest` (signature): The chest that spins, Vampire Survivors
76
+ - `survival-vacuum` (juice): Every gem flies to you at once, Vampire Survivors
77
+ - `survival-wave-clock` (presentation): A clock with known stops, Brotato
78
+ - `survival-evolution` (signature): Two items become one, Vampire Survivors
79
+ - `survival-first-upgrade` (feel): The first upgrade inside 20 s, Brotato
80
+ - `survival-late-spectacle` (presentation): Minute ten looks nothing like minute one, Vampire Survivors
81
+
82
+ ## What is each weapon or tool for?
83
+
84
+ A design question for the GDD: for each weapon, tool or upgrade, the situation where it beats the
85
+ others (a crowd, range, the night, a resource it saves) and what it costs. An upgrade that answers
86
+ no new situation is a bigger number rather than a choice (our reading). One of our
87
+ hand-iterated games answered it per weapon (a cutter for joints, a rivet driver that pins an enemy
88
+ from range, a scattergun that clears a crowd at the cost of stealth, a knife that finishes a staggered
89
+ enemy). A question, not a mandate; more in skill `funpixel-game-feel`, `references/contact.md`.
90
+
91
+ ## Open choices
92
+
93
+ A starting contract you may keep or break; write down which in the GDD's genre-card line.
94
+
95
+ - **Camera.** Top-down follow is usual; side view and a fixed arena work too.
96
+ - **Body.** One hero; a camp or base to defend is also a body of sorts.
97
+ - **Core systems.** Move and survive, with automatic attacks or aimed ones. Then choose: level-up
98
+ picks, a shop between waves, evolutions, gathering and crafting, a day-night cycle, meta unlocks.
99
+ - **How a run ends.** Death, or the clock or the last wave survived; a summary (time, kills,
100
+ nights) and instant retry.
101
+ - **Orientation.** Portrait or landscape; a one-thumb move stick suits either.
102
+
103
+ ## Depth and replay
104
+
105
+ Options with reasons; more in skill `funpixel-game-logic`, its depth reference.
106
+
107
+ - A wave run is about 17 minutes on Brotato's schedule; a resource day about 14 minutes (Stardew
108
+ Valley's clock). A known finish line makes falling short the reason to go again.
109
+ - The clock is always visible, and nights or waves grow longer and harder on a schedule the player
110
+ can see coming.
111
+ - Waves survived beside the best, an endless mode past the last wave, a meta unlock through
112
+ `SaveManager`.
113
+
114
+ ## Engineering checks
115
+
116
+ - **The horde is a frame-budget problem first.** Pool enemies and projectiles, draw each family in
117
+ one call (Pixi `ParticleContainer`, Three `InstancedMesh`) and spread a spawn wave across frames so
118
+ it never hitches (the shooter card has more).
119
+ - **State the checks can read.** Expose `night` or `wave`, `hp`, `resources`. One check proves
120
+ gathering or an attack through real input; one proves `night` or `wave` advances with no input.
121
+
122
+ **Shelf** (libraries that fit, none required): seeded noise terrain and scatter; bitecs; gsap.
@@ -0,0 +1,106 @@
1
+ # Keep the person in the loop
2
+
3
+ A long build that shows nothing until it ends feels broken, however good the game is. The owner,
4
+ after a 100-minute run: "waiting is too long; the feedback loop is important; asking in between,
5
+ showing progress". The products people trust during long runs share four habits: something real
6
+ on screen early, evidence at each milestone, questions only at real forks, and a ping only when the
7
+ run needs the person or is done. The ones people complain about nag, report progress they cannot
8
+ show, or spend quietly in loops.
9
+
10
+ ## Where the person is
11
+
12
+ **In this chat.** You are their copilot: plan with them here, show them the game here, ask them
13
+ here. Three things carry the game between you:
14
+
15
+ - **The GDD** (`design/GDD.md`): the plan and the record. Its `## Where we are` sits on top and is
16
+ updated every round: the round and what it did, each target frame beside the game's capture at
17
+ the same moment (picture links), the biggest gap left and the next step, the preview link, the
18
+ price approved and the credits spent, what the owner asked last and what was done with it. A page
19
+ made apart from it is linked in `## Linked pages` with what it shows and what it is for.
20
+ - **The preview**: the running game, side by side with the chat, reloading on every save; open it beside the chat where they are: your host's own browser when it has one (Cursor's, Codex's), else `npx @funpixel/tools dev --open` (the system browser, in its own tab). A picture or a clip opens the same way (the host's viewer, else `npx @funpixel/tools open <file>`).
21
+ - **The record** (`progress card`, `progress answer`, `note`): what happened, kept in `.funtools/`
22
+ so a later session and the hand-back read it. It is for the kit, not a page for the person.
23
+
24
+ `FUNPIXEL_NOTIFY_URL` (an ntfy.sh topic, a Slack or Discord webhook; free, optional) is pinged only
25
+ on "needs you" and "done", for a person who stepped away.
26
+
27
+ ## The cadence: they watch, they steer
28
+
29
+ The owner follows the build as it happens, the way a person watches a remote session: a short
30
+ status after every step, with a picture, so they can say "not that" before it is built on.
31
+
32
+ - **After every step** (an asset landed, a build, a fix, a playtest): two or three lines in the
33
+ chat (what changed, what it shows, what is next) with a fresh `funtools capture` of the BUILD, or
34
+ the asset under the game's light. Never a wall of text, never only "done".
35
+ - **First visible result about 10 minutes in**: a built frame on the real camera, with the preview
36
+ link.
37
+ - **Every round** (`flow round` closes it): the captures beside their targets, the evidence (a
38
+ score, a blind player's verdict), what is next, credits spent; the same in the GDD's
39
+ `## Where we are`, recorded with `progress card --shot last`.
40
+ - **Stuck:** the third try on one gate becomes a question: skip it, cut it, or keep going,
41
+ instead of spending on in a loop.
42
+
43
+ **Their word steers at any time.** A message mid-build outranks the step you were on: answer it,
44
+ fold it in, say what changed. The lock means "good, let's build, unless I say otherwise": a new
45
+ direction (another place, more levels, a different story) goes into the GDD as a new version,
46
+ shown in the chat, and their yes locks it again (`flow ask`, `flow agree --by owner`).
47
+
48
+ A target picture or a concept is never a progress frame: say "a picture, not the build".
49
+
50
+ ## Three reveals, made as moments
51
+
52
+ The game has three moments the owner remembers. Stage them; never report them.
53
+
54
+ 1. **The key art.** Opened big (the host's viewer, else `npx @funpixel/tools open <file>`), with the
55
+ brief's one line as its caption and one line on what it promises: "Ren on Calder's ridge at
56
+ dusk: the load sways, the light is the only warmth for miles."
57
+ 2. **The first playable.** A 10 to 15 second clip of real play (`npx @funpixel/tools reel --seconds
58
+ 12 --viewport desktop`, opened), the game open beside the chat, and "try this first: <the one
59
+ thing that feels best>". Then let them play before you say anything else.
60
+ 3. **Each new chapter.** Its clip beside its target frame, and one line on what it adds.
61
+
62
+ ## The voice: the game's words, never the kit's
63
+
64
+ Speak to the owner about the game: places, people, the verb, how it feels. Never stage numbers,
65
+ gates, verdict commands or file counts unless they ask ("stage 2 of 16: never verified" is the
66
+ kit talking; "the canal level runs, but the wind does not push you yet" is the game). The kit's
67
+ words stay in the record and the GDD. End every status on what comes next, in the same words:
68
+ "next: the canal at night, where the wind starts pushing", never "next step: core test".
69
+
70
+ ## Questions only at forks
71
+
72
+ | Fork | When | Example |
73
+ |---|---|---|
74
+ | taste | a choice the plan left open; a target the build cannot reach | "Keep the noon palette, or try dusk?" |
75
+ | spend | an expensive route the plan never named, or out of credits (a pause: they top up) | "Out of credits with the tug's rig still to make: top up, and I go on" |
76
+ | scope | cutting or adding a mechanic, content or a performance cut | "Cut the second tower, or keep it?" |
77
+
78
+ Everything else is yours to decide: say it in one line in the chat and the GDD, never as a
79
+ question. Ask in the chat and record the answer in their words (`progress answer <Q> <option>
80
+ "<their words>"`). Under autonomy `go`, decide, say what and why, and go on. Never end the session
81
+ waiting on yourself.
82
+
83
+ ## A round, recorded
84
+
85
+ ```
86
+ npx @funpixel/tools capture --view playing --viewport phone
87
+ npx @funpixel/tools progress card --stage slice --shot last \
88
+ --line "the slice plays: drag swings the cradle, a wiped window scores" \
89
+ --evidence verify.json --next "the pots and the loss, about 20 min" --spent 140 \
90
+ --decision "no jump: the verb is the swing"
91
+ ```
92
+
93
+ Each card picks up the owner's new notes and answers, and writes the dev log's `step` line for you.
94
+ At the end, `progress report` is the hand-back's spine: what plays, what is out, every fallback still
95
+ in the game, what was decided without the person, and the cost.
96
+
97
+ **The spend is the account's.** With a key, every card reads the account's usage since the run began
98
+ (`--spent account`); never post your own tally as the cost.
99
+
100
+ **A note closes on evidence that fits it.** The owner's note on the build closes only on evidence of the
101
+ BUILD made after it (a capture, a walk/life/boxes record, a score), never a picture in `design/`. A design
102
+ note (the plan, its open questions) closes on a commit made after it that changes the GDD or `design/`.
103
+ A note that HOLDS the stage ("keep designing, do not start the build", "not signed off yet") is the owner's:
104
+ record it with `note add "<their words>" --hold`. The kit shows it as waiting on the owner, never as a step,
105
+ and no evidence closes it; work on what it names. The owner's own word closes any note: `note close N1 --by
106
+ owner --force "their words"`, run when they say so.