@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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@@ -0,0 +1,237 @@
1
+ # A living world: people, creatures and a place that moves
2
+
3
+ The owner's verdict after three rounds of one game built two ways (Oct 2026): "both
4
+ did nice work, some in environment, some in dynamics... models static, NPCs static: it has to be a
5
+ living environment." The build that lost on dynamics had 28 townsfolk animated in place (none
6
+ walked anywhere), kites that slid, a still hound and one person standing inside a container. The
7
+ build that won on dynamics had rigged townsfolk walking task routes, seven of eleven turning to the
8
+ hero, creatures with gaits; and it lost points because every townsperson wore the hero's face.
9
+ Round 4, by eye: "the crowd must be fewer and focused; placements and spacing", flat-colour
10
+ container boxes beside one painted building, and the landed ship hovering over a cliff.
11
+
12
+ This is the bar for any scale and engine, from a Pixi village to a Three harbour. Pick what fits;
13
+ a one-screen arcade game may want only the last section.
14
+
15
+ ## The bar, per thing that lives
16
+
17
+ | who | body | moves through space | idle | answers the player |
18
+ |---|---|---|---|---|
19
+ | a person | a rig, sheet frames or cut-out parts that animate | a task loop between places (haul, patrol, errand, sweep, chat) | breathing, weight shift, a look round | head turn, a wave, steps aside, stops to let them by |
20
+ | a scene of people | one rig or sheet shared, looks varied per person | within the scene: haul, serve, mend | each a different idle phase | the nearest notice; a cheer or hush at big moments |
21
+ | a walking creature | a gait (legs or frames, the `quadruped` preset in `src/motion.ts`) whose rate follows ground speed | wander, graze, patrol a home range | sniff, scratch, sit | flee, follow, or watch, with hysteresis |
22
+ | a flyer | wings that flap, a body that banks into turns | loops, perches, flocks | a perch with a ruffle or preen | scatter when approached, circle what matters |
23
+ | the place | cloth and plants in wind, dust, water, smoke | machines working (cranes, carts, wheels, mills) | lights that breathe, flicker or sweep | lamps that light, doors that open, birds that lift as the hero passes |
24
+
25
+ The tests that matter: nothing slides like a stone (motion with nothing inside it changing), no
26
+ crowd that only animates in place, no person wearing the hero's face, no flyer gliding without a
27
+ flap, feet on the ground, and one scale (a person 1.55–1.90 m beside a 1.75 m hero).
28
+
29
+ ## A few scenes, not a crowd
30
+
31
+ Fewer people, each one readable. Place a handful of scenes along the player's path, each with
32
+ one purpose a player gets at a glance (two haulers at a crane, a vendor and a buyer at a stall, a
33
+ mender at a net), spaced so each reads on its own and the next comes into view as the last one
34
+ leaves. Inside a scene people stand close; between scenes, leave air. Density follows the budget and
35
+ the genre, never "many people": a quiet walk 3 to 6 people, a town street 6 to 12 in 3 to 5 scenes,
36
+ a festival more, still grouped. Plan the number in `funpixel.json` (`"walk": { "crowd": { "people":
37
+ [6, 10] } }`) and mark each person's scene in the actors contract (`scene: "crane"`). `walk` warns
38
+ on clumps (people within 1.5 m with no shared scene), empty stretches of the path (40 m with nobody
39
+ in view) and a count beyond the plan.
40
+
41
+ ## Made, not boxes
42
+
43
+ The camera's nearest geometry is the most detailed, never the plainest. Every structure the player
44
+ passes reads as made: shape detail (bevels, ribs, doors, rails, roof clutter) and a texture or
45
+ decals in the palette, matched to the best-painted asset in the scene. A flat-colour box beside a
46
+ painted building reads as unfinished, and so do big flat facets filling the foreground; give them
47
+ the same hand (bake the painted look into a texture, trim the silhouette, break the faces). Landed
48
+ vehicles and big props rest on the ground under their whole footprint: read the terrain height at
49
+ their legs or corners, keep them off an edge, and mark what flies `flying: true` and what is landed
50
+ `landed: true` in the actors contract. `npx @funpixel/tools boxes` names what reads unfinished and
51
+ what is off the ground in a view; `walk` checks both along its routes.
52
+
53
+ ## Placement and scale first
54
+
55
+ Place every actor from the ground height at its feet, never a fixed `y`; test the spawn against the
56
+ props' footprints and push it clear (a person inside a container reads as a bug before it reads as a
57
+ person). Keep a scale sheet in metres in `funpixel.json` (`"scale": { "person": 1.75, "crate": 0.8 }`)
58
+ and size every model from it. Paths for task loops run on walkable ground, around props, with the
59
+ ends at places that explain the job (the stack and the cart, the stall and the well).
60
+
61
+ ## Technique 1: rig clones with clip sets (Three)
62
+
63
+ One rigged body, cloned per person with `SkeletonUtils.clone` (bones are not shared, geometry is),
64
+ an `AnimationMixer` each, every clip playing at weight 0 and blended by speed and job. The walk's
65
+ rate follows ground speed so feet do not skate. The job is laid on top, bone by bone, after the
66
+ mixer runs. Recolour per person; swap the face and hair: a crowd of the hero's clones is the
67
+ mistake the winning build made.
68
+
69
+ ```ts
70
+ import { clone } from 'three/examples/jsm/utils/SkeletonUtils.js';
71
+ const WALK_SPEED = 1.45; // m/s the walk clip was authored at
72
+
73
+ function makePerson(gltf, look, rng) {
74
+ const body = clone(gltf.scene);
75
+ body.traverse((o) => {
76
+ if (!o.isMesh) return;
77
+ o.frustumCulled = false; // a skinned mesh's box is its bind pose
78
+ o.material = o.material.clone();
79
+ if (o.name === 'Face') o.material.map = look.faceMap; // a face pool, never the hero's
80
+ if (o.name === 'Hair') o.visible = look.hair === o.userData.style;
81
+ if (o.material.color) o.material.color.offsetHSL(look.hue, look.sat, look.light);
82
+ });
83
+ const root = new THREE.Group(); root.add(body);
84
+ root.scale.setScalar(look.height / 1.75); // 1.55–1.90 m
85
+ const mixer = new THREE.AnimationMixer(body);
86
+ const act = Object.fromEntries(gltf.animations.map((c) => {
87
+ const a = mixer.clipAction(c); a.play(); a.setEffectiveWeight(0);
88
+ a.time = rng() * c.duration; // no two in step
89
+ return [c.name, a];
90
+ }));
91
+ return { root, mixer, act, weights: {} };
92
+ }
93
+
94
+ function animate(p, speed, job, dt) {
95
+ const want = speed > 0.05 ? { walk: Math.min(1, speed / 0.5), idle: 1 - Math.min(1, speed / 0.5) } : { [job.idle]: 1 };
96
+ for (const [name, a] of Object.entries(p.act)) {
97
+ const w = (p.weights[name] ?? 0) + ((want[name] ?? 0) - (p.weights[name] ?? 0)) * Math.min(1, dt * 6);
98
+ p.weights[name] = w; a.setEffectiveWeight(w);
99
+ }
100
+ p.act.walk?.setEffectiveTimeScale(Math.max(0.3, speed / (WALK_SPEED * p.root.scale.y)));
101
+ p.mixer.update(dt);
102
+ }
103
+ ```
104
+
105
+ No rig? `generate_3d_model` with animation gives a rigged body with walk and idle; the character
106
+ library (`npx @funpixel/tools character`) has animated masters to restyle. A 2D game gets the same
107
+ from a sheet with idle and walk cycles per look (`generate_spritesheet`).
108
+
109
+ ## Technique 2: a task loop that moves them through space
110
+
111
+ A small state machine per person: go to the next point, do the job there for a while, go on. The
112
+ same loop drives a creature's home range. Yield to the player and turn the head toward them.
113
+
114
+ ```ts
115
+ type Task = { kind: 'haul' | 'patrol' | 'errand' | 'chat'; path: [number, number][]; wait: [number, number] };
116
+
117
+ function stepPerson(p, task, hero, world, dt) {
118
+ if (p.wait > 0) { p.wait -= dt; p.speed = 0; }
119
+ else {
120
+ const [gx, gz] = task.path[p.wp];
121
+ const dx = gx - p.x, dz = gz - p.z, d = Math.hypot(dx, dz);
122
+ if (d < 0.3) { p.wp = (p.wp + 1) % task.path.length; p.wait = lerp(task.wait[0], task.wait[1], p.rng()); p.carrying = !p.carrying; }
123
+ else {
124
+ p.yaw = turnToward(p.yaw, Math.atan2(dx, dz), dt * 5);
125
+ p.speed += ((task.kind === 'errand' ? 2.2 : 1.2) - p.speed) * Math.min(1, dt * 4);
126
+ }
127
+ }
128
+ const toHero = Math.hypot(hero.x - p.x, hero.z - p.z);
129
+ const ahead = (hero.x - p.x) * Math.sin(p.yaw) + (hero.z - p.z) * Math.cos(p.yaw);
130
+ if (toHero < 2.2 && ahead > 0) p.speed = 0; // let them by
131
+ p.look = toHero < 9 ? angleTo(p, hero) : 0; // the head follows the hero
132
+ if (toHero < 6 && !p.waved) { p.waved = true; p.reacting = 'wave'; }
133
+ const nx = p.x + Math.sin(p.yaw) * p.speed * dt, nz = p.z + Math.cos(p.yaw) * p.speed * dt;
134
+ [p.x, p.z] = world.pushOutOfSolids(nx, nz, 0.3); // never through a crate or a wall
135
+ p.y = world.groundAt(p.x, p.z);
136
+ }
137
+ ```
138
+
139
+ Give the loop's end points a reason a player can read: a crate appears on the cart, the lamp
140
+ lights, the stall's shutter goes up.
141
+
142
+ ## Technique 3: an instanced gait in the shader
143
+
144
+ For dozens of creatures or far crowds, one `InstancedMesh` of cut-out cards (or low meshes) and a
145
+ per-instance attribute: gait phase, gait amount (0 still to 1 full stride), breath offset, reaction.
146
+ The vertex shader swings the lower part of the card as legs, bobs the body twice a cycle and
147
+ breathes when still; flyers flap by distance from the body's centre line.
148
+
149
+ ```ts
150
+ mesh.geometry.setAttribute('aAnim', new THREE.InstancedBufferAttribute(new Float32Array(count * 4), 4));
151
+ material.onBeforeCompile = (sh) => {
152
+ sh.uniforms.uTime = shared.time;
153
+ sh.vertexShader = 'attribute vec4 aAnim; uniform float uTime;\n' + sh.vertexShader.replace('#include <begin_vertex>', `
154
+ vec3 transformed = position;
155
+ float h = uv.y, amt = aAnim.y, ph = aAnim.x;
156
+ float side = step(0.5, uv.x) * 2.0 - 1.0;
157
+ float leg = 1.0 - smoothstep(0.0, 0.45, h); // the bottom 45% swings
158
+ transformed.x += leg * 0.12 * amt * sin(ph + side * 3.14159);
159
+ transformed.y += 0.04 * amt * abs(sin(ph)) * h; // two bobs a stride
160
+ transformed.y += 0.012 * sin(uTime * 2.2 + aAnim.z) * (1.0 - amt) * h; // breath when still
161
+ #ifdef FLYER
162
+ transformed.y += 0.25 * abs(position.x) * sin(uTime * 14.0 + ph); // wings flap
163
+ #endif`);
164
+ };
165
+ // each frame, per instance: phase advances with distance walked, so the stride matches the ground
166
+ anim[i * 4] += speed * dt / strideLength * Math.PI * 2;
167
+ anim[i * 4 + 1] = Math.min(1, speed / 0.3);
168
+ mesh.geometry.attributes.aAnim.needsUpdate = true;
169
+ ```
170
+
171
+ ## Technique 4: painted cut-outs that animate (Pixi, and billboards in Three)
172
+
173
+ A picture moved is motion, not animation: a crab sprite slid along the ground, a goat card that bobs
174
+ or flips, a kite that drifts and pulses its opacity all read as stones (a fresh build of that game, 3 Oct).
175
+ A cut-out lives by one of four means. **Frames by distance:** a walker gets 6+ frames, the hero
176
+ 8–12 (contact, down, passing, up for each foot), and the frame advances by ground covered, one
177
+ cycle per about 0.8 body heights (1.4 m at 1.75 m), so it never treadmills when standing or skates
178
+ when fast. **A bent plane:** in the vertex shader, sway by height (top moves, feet pinned), squash
179
+ 2–4% on each footfall, breathing at rest; declare `deform: true` in the actors contract, since the
180
+ scene cannot show a shader. **Hinged parts:** head, torso, arms and legs in a container, each pivoted
181
+ at its joint, legs and arms in opposition, the torso dipping twice a stride. **Flap cycles:** 4–8
182
+ frames or two hinged wings. Cut-outs turn to the camera on the vertical axis only, and mirror only
183
+ when their heading changes side. Pixi's `AnimatedSprite` works when `animationSpeed` follows ground speed.
184
+
185
+ ## Technique 5: flyers and reactions
186
+
187
+ A flyer flaps (frames, bones, or the shader above), banks into each turn (roll by the turn rate,
188
+ clamped near 35 degrees), dips its nose to descend, and glides between flaps. Reactions are a
189
+ distance with hysteresis so nothing flickers: a crab scatters under 7 m and calms after 12; a goat
190
+ herd drifts away under 20 m; a dog follows within 4 m and sits when the hero stops; a bird lifts
191
+ when the hero comes within 5 m and lands somewhere else. Mark flyers `flying: true` in the actors
192
+ contract so the checks read them as flying, not floating.
193
+
194
+ ```ts
195
+ const turn = wrapAngle(b.heading - b.lastHeading) / dt;
196
+ b.roll += (clamp(-turn * 0.35, -0.6, 0.6) - b.roll) * Math.min(1, dt * 4);
197
+ b.mesh.rotation.set(b.pitch, b.heading, b.roll);
198
+ ```
199
+
200
+ ## Technique 6: the place moves
201
+
202
+ - Wind: one shared `uWind` uniform bends grass, flags, washing lines and tree tops by height
203
+ (`h * h * sin(time + worldX)`), gusting every few seconds; the sound bed swells with it.
204
+ - Machines work: a crane's arm swings a load on a loop, a cart rolls its route, a mill turns.
205
+ - Light breathes: lamps flicker a few percent, a lighthouse sweeps, windows light at dusk.
206
+ - Water: two scrolling normal maps and a foam line; boats bob by a sum of sines.
207
+ - Sky life: clouds drift, a flock crosses every 20–40 s, distant smoke rises.
208
+ - Dust and motes: a few hundred points drifting downwind near the camera.
209
+
210
+ ## Technique 7: level of detail for life
211
+
212
+ | distance | people and creatures | update |
213
+ |---|---|---|
214
+ | near (under 25 m) | full rig, clips blended, the job on top, reactions | every frame |
215
+ | middle (25–80 m) | instanced gait cards, task loop on a coarse path | every 2nd–4th frame |
216
+ | far (beyond 80 m) | instanced cards with an idle sway, or hidden | every 10th frame |
217
+
218
+ Swap tiers with a little hysteresis and keep each actor's phase across the swap so nobody hitches.
219
+ Budget: 12 to 20 full rigs on a phone is a ceiling, not a target; far life can be instanced cards.
220
+
221
+ ## Variety within the few
222
+
223
+ Per person draw from pools, seeded so the town is the same every run: face (4 to 8 textures or
224
+ painted faces, none the hero's), hair (styles and colours), clothes (tint the outfit by a palette
225
+ from the style block), height 1.55–1.90 m, build (scale x 0.92–1.08), and the idle's phase and
226
+ speed. The hero stays the one person drawn only once.
227
+
228
+ ## Proving it
229
+
230
+ Expose `window.__FPX_ACTORS__()` with each person, creature and machine (positions, `task`,
231
+ `state`, `reacting`, `scene`, `flying`, the scene `node`): skill funpixel-verify, references/actors.md.
232
+ Then `npx @funpixel/tools life` reads one view (animated vs slides like a stone, cut-outs that glide
233
+ or sit on a stick, in place vs moving
234
+ through space, the hero's body or face on a crowd — by content, so loading the hero's file again
235
+ for the crowd still counts — flyers without a flap, reactions) and
236
+ `npx @funpixel/tools walk` plays the routes from the title and says the same along the way, with a
237
+ film per route, and judges the hero's walk while it moves (frames a cycle, a treadmill, frames on a timer). A warning names what to change; none of it blocks.
@@ -0,0 +1,215 @@
1
+ # The opening, chapters, objectives and text beats
2
+
3
+ Working code, checked in a scratch scaffold (pixi.js 8.21, three 0.170; captured at 844×390 with
4
+ the waypoint, title and text beat on screen). Engine-free apart from one projection line.
5
+
6
+ ## An opening, beat by beat
7
+
8
+ | Beat | Length | Built from | Notes |
9
+ |---|---|---|---|
10
+ | Title | until tapped | DOM over live key art or the running world | name, a 5–10 word promise, one button (`data-fpx-start`), a sound line; the world moving behind it is the trailer |
11
+ | A beat | 3–8 s, skippable | a camera pan or zoom plus `say()` | show the want (someone needs help, the lights went out); one or two lines |
12
+ | First control | as long as it takes | the space itself | a corridor that only goes one way, a gap you must jump, a lamp beside the path |
13
+ | First objective | stays on screen | the HUD line + `waypoint()` | the chapter number and title (`01 / THE LAST LIGHT`) over the goal in words; the marker and a distance in the world |
14
+ | First payoff | inside a minute | the objective completing | the world changes (a light comes on), a sound and a musical turn |
15
+
16
+ Keep the camera inside the world during a pan (overscan the dressing by the pan distance) or the
17
+ background shows at the edge. Let a returning player skip to control: store `seenOpening` with
18
+ `@funpixel/sdk/save`.
19
+
20
+ ## Story, waypoint and text beats
21
+
22
+ A mid or deep game already keeps its rooms and chapters as data the starter runs (`design/spec/rooms.json`
23
+ and `src/chapters.ts`, from `funtools spec init`; skill `funpixel-gdd`, references/spec-folder.md). The
24
+ story layer below sits on top of them: objectives and beats inside a room.
25
+
26
+ ```ts
27
+ // Chapters and objectives as data, a waypoint that points at the current goal, and a text beat.
28
+ // Engine-free except the waypoint's projection, which the game passes in.
29
+
30
+ export interface Objective { id: string; text: string; target?: { x: number; y: number; z?: number }; done: () => boolean }
31
+ export interface Chapter { id: string; number: number; title: string; objectives: Objective[]; enter?: () => void }
32
+
33
+ /** Walks the chapters in order; `update()` each frame advances when the current objective is done. */
34
+ export class Story {
35
+ chapter = 0; step = 0;
36
+ onObjective: (o: Objective, c: Chapter) => void = () => {};
37
+ onChapter: (c: Chapter) => void = () => {};
38
+ onEnd: () => void = () => {};
39
+ constructor(readonly chapters: Chapter[]) {}
40
+ get current(): { chapter: Chapter; objective: Objective } | null {
41
+ const c = this.chapters[this.chapter];
42
+ return c && c.objectives[this.step] ? { chapter: c, objective: c.objectives[this.step] } : null;
43
+ }
44
+ start(chapter = 0, step = 0) {
45
+ this.chapter = chapter; this.step = step;
46
+ const c = this.chapters[chapter];
47
+ c.enter?.(); this.onChapter(c); this.onObjective(c.objectives[step], c);
48
+ }
49
+ update() {
50
+ const cur = this.current;
51
+ if (!cur || !cur.objective.done()) return;
52
+ this.step++;
53
+ if (this.step < cur.chapter.objectives.length) { this.onObjective(cur.chapter.objectives[this.step], cur.chapter); return; }
54
+ this.step = 0; this.chapter++;
55
+ if (this.chapter >= this.chapters.length) { this.onEnd(); return; }
56
+ this.start(this.chapter, 0);
57
+ }
58
+ }
59
+
60
+ /**
61
+ * The waypoint: a DOM marker over the goal when it is on screen, an edge arrow with the distance
62
+ * when it is not. `project` maps the goal to CSS pixels (Pixi: container.toGlobal; Three:
63
+ * vector.project(camera) then to pixels) and says whether it is in front of the camera.
64
+ */
65
+ export function waypoint(host: HTMLElement) {
66
+ const el = document.createElement('div');
67
+ el.className = 'waypoint';
68
+ el.innerHTML = '<svg viewBox="0 0 24 24" width="28" height="28" aria-hidden="true"><path d="M12 2 22 12 12 22 2 12Z" fill="none" stroke="currentColor" stroke-width="2.5"/></svg><span></span>';
69
+ Object.assign(el.style, { position: 'absolute', left: '0', top: '0', color: '#fff6d8', font: '600 13px system-ui', textShadow: '0 1px 3px #0009', pointerEvents: 'none', display: 'flex', flexDirection: 'column', alignItems: 'center', gap: '2px', willChange: 'transform' });
70
+ host.appendChild(el);
71
+ const label = el.querySelector('span')!;
72
+ return {
73
+ el,
74
+ /** p: the goal in CSS px; metres: the distance to show; margin keeps the arrow off the notch and thumbs. */
75
+ update(p: { x: number; y: number; inFront: boolean } | null, metres: number, margin = 56) {
76
+ if (!p) { el.style.display = 'none'; return; }
77
+ el.style.display = 'flex';
78
+ const w = host.clientWidth, h = host.clientHeight, cx = w / 2, cy = h / 2;
79
+ let x = p.x, y = p.y, onScreen = p.inFront && x > margin && x < w - margin && y > margin && y < h - margin;
80
+ if (!onScreen) {
81
+ let dx = x - cx, dy = y - cy;
82
+ if (!p.inFront) { dx = -dx; dy = -dy; } // behind the camera: point the other way
83
+ const k = Math.min((w / 2 - margin) / Math.abs(dx || 1e-6), (h / 2 - margin) / Math.abs(dy || 1e-6));
84
+ x = cx + dx * k; y = cy + dy * k;
85
+ }
86
+ el.style.transform = 'translate(' + x + 'px, ' + y + 'px) translate(-50%, -50%)';
87
+ el.style.opacity = onScreen ? '1' : '0.85';
88
+ label.textContent = Math.round(metres) + ' m';
89
+ },
90
+ };
91
+ }
92
+
93
+ /**
94
+ * One line of text at a time, typed at `cps`, tap or key to finish the line, again to go on.
95
+ * Resolves when the last line is dismissed. aria-live so a screen reader hears it.
96
+ */
97
+ export function say(host: HTMLElement, lines: Array<{ who?: string; text: string }>, cps = 45): Promise<void> {
98
+ const box = document.createElement('div');
99
+ box.className = 'beat';
100
+ box.setAttribute('aria-live', 'polite');
101
+ Object.assign(box.style, { position: 'absolute', left: '50%', bottom: 'max(24px, env(safe-area-inset-bottom))', transform: 'translateX(-50%)', maxWidth: 'min(640px, 88vw)', padding: '12px 18px', background: 'rgba(12,14,24,0.72)', color: '#f5efe2', borderRadius: '12px', font: '500 17px/1.4 Georgia, serif', textAlign: 'center' });
102
+ host.appendChild(box);
103
+ return new Promise((done) => {
104
+ let i = 0, shown = 0, timer = 0;
105
+ const render = () => {
106
+ const l = lines[i];
107
+ box.innerHTML = (l.who ? '<div style="font:700 12px system-ui;letter-spacing:.12em;opacity:.7;text-transform:uppercase">' + l.who + '</div>' : '')
108
+ + '<div>' + l.text.slice(0, shown) + '</div>'
109
+ + '<div style="font:600 11px system-ui;opacity:' + (shown >= l.text.length ? 0.6 : 0) + '">tap to continue</div>';
110
+ };
111
+ const tick = () => { shown = Math.min(lines[i].text.length, shown + 1); render(); if (shown < lines[i].text.length) timer = window.setTimeout(tick, 1000 / cps); };
112
+ const next = (e: Event) => {
113
+ e.preventDefault();
114
+ if (shown < lines[i].text.length) { clearTimeout(timer); shown = lines[i].text.length; render(); return; }
115
+ if (++i >= lines.length) { removeEventListener('pointerup', next); removeEventListener('keydown', next); box.remove(); done(); return; }
116
+ shown = 0; tick();
117
+ };
118
+ addEventListener('pointerup', next); addEventListener('keydown', next);
119
+ tick();
120
+ });
121
+ }
122
+ ```
123
+
124
+ Pixi: project the goal with the world container, `const p = world.toGlobal(goal)`, then
125
+ `wp.update({ x: p.x, y: p.y, inFront: true }, metres)`. Three:
126
+
127
+ ```ts
128
+ const v = goal.clone().project(camera); // normalised device coordinates
129
+ const inFront = v.z < 1; // behind the camera, project() mirrors the point
130
+ wp.update({ x: (v.x + 1) / 2 * host.clientWidth, y: (1 - v.y) / 2 * host.clientHeight, inFront }, camera.position.distanceTo(goal));
131
+ ```
132
+
133
+ Wiring a chapter:
134
+
135
+ ```ts
136
+ const story = new Story([
137
+ { id: 'c1', number: 1, title: 'The Last Light', objectives: [
138
+ { id: 'lamp', text: 'Light the lamp by the gate', target: gateLamp, done: () => state.lit.has('gate') },
139
+ { id: 'tower', text: 'Reach the tower', target: tower, done: () => dist(hero, tower) < 2 },
140
+ ] },
141
+ ]);
142
+ story.onChapter = (c) => showChapterCard('0' + c.number + ' / ' + c.title.toUpperCase());
143
+ story.onObjective = (o) => { hud.goal = o.text; goal = o.target ?? null; save.update({ chapter: story.chapter, step: story.step }); };
144
+ story.start(save.data.chapter ?? 0, save.data.step ?? 0);
145
+ // each frame: story.update();
146
+ ```
147
+
148
+ ## Text beats
149
+
150
+ - `say(host, lines)` types at 45 characters a second; a tap finishes the line, the next tap moves on.
151
+ Put it in the bottom third, clear of the on-screen controls, or pause play while it shows.
152
+ - A speaker name in small caps above the line, a portrait if you have one. One line at a time.
153
+ - A line the player needs (the goal) goes into the HUD as well; a line that is flavour can
154
+ play while the player moves.
155
+ - Voice: short lines through `generate_sound` read poorly; if a voice matters, a few words of
156
+ murmur or a pitched blip per character (Celeste, Animal Crossing) carry emotion cheaply.
157
+
158
+ ## A radio, placed rather than narrated
159
+
160
+ One three.js horror game (29 Sep 2026) told its story through two sources with different
161
+ voices, both in the world: the station speaks only in readouts (who is behind a door, open water,
162
+ lift power, the nearest dead relay when she is lost), and a recorder plays fragments of the crew's
163
+ last night, timestamped, with the enemies' hum rising under them until the last line ends in
164
+ humming. What made it work, as options:
165
+
166
+ - Lines fire by room and by what the player has done, not on a timer, so each one comments on
167
+ something just seen.
168
+ - A line waits out fights, full-screen cards and pause, and does not start while a tutorial
169
+ caption or a new-tool card is being read (a line already playing goes on). On a phone, those
170
+ three up at once were a third of the HUD it measured.
171
+ - One voice outranks the rest: nothing talks over the daughter's messages down the line.
172
+ - Ten voiced lines were enough for a chapter; logs stay re-readable from pause.
173
+ - The mix sells the source: band-limited, driven like a small speaker, a little line noise (skill
174
+ `funpixel-audio`, adaptive-music).
175
+
176
+ Explain a strange number or name once, where it first appears. "Nkem is 8" was shown twice and
177
+ never explained; every critic stumbled on it. One line ("the years she ages up top while you are
178
+ down here") would have carried it.
179
+
180
+ ## Cards that say what happened
181
+
182
+ A death card that names the cause and the place, with a tip for that cause ("Torn loose in the
183
+ ballast tanks: breaking its grip cost the last light"), turns a loss into a lesson; the end of a
184
+ chapter can carry what the player did (time spent, the route drawn on the in-game map). Both read
185
+ as story when they frame the hero with the gear they carried. Two phone traps from its blind
186
+ player: a death card offering "or ENTER" on a touch screen, and a log picked up mid-fight opening a
187
+ full-screen card with an enemy a step behind (a log can wait for the fight to end).
188
+
189
+ Credits name only what the game may name: the studio, the open-source engine and fonts, CC0
190
+ textures, never the services or pipeline behind them (an early credits screen did, and was caught).
191
+
192
+ ## Chapters
193
+
194
+ - A chapter is one place plus one new idea. Show a card as it starts (`02 / THE ORCHARD`) for
195
+ about two seconds over the world, then the first objective.
196
+ - Three to five objectives per chapter in a slice; each should be visible in the world before
197
+ it is asked for, so the player has already wondered about it.
198
+ - The end of a chapter changes the world in a way the next chapter keeps: lit lamps stay lit.
199
+
200
+ ## Hooks for verification
201
+
202
+ - Views for each beat (`title`, `beat`, `first-goal`, and the set piece with `moment: true`) so
203
+ `capture` and the critic panel can see them (skill `funpixel-verify`).
204
+ - Expose `chapter`, `objective` and `goalDistance` in `__FPX_STATE__` so a check can assert that
205
+ playing forward completes the first objective.
206
+ - Write the opening into the GDD's `## Opening` (second by second from Play, a shot per row) and
207
+ the camera plan into `## Shots`. `npx @funpixel/tools hook` reads both back: control against the
208
+ plan and the card (12 s for a story line, 10 s arcade), the objective and its metres on screen at
209
+ the hand-over, the shot on each row.
210
+ - Give each beat an id in `__FPX_STATE__.beat` and a shot (`shoot('reveal', 1.2)` in the 3D
211
+ starter's `src/shots.ts`; `__FPX_CAMERA__` reports it). `hook` calls a beat staged when the camera
212
+ answers it within 2.5 s, and HUD-only when only text changed: a caption over unmoved play is a
213
+ card, not a scene (the Silt bar J2).
214
+ - The blind player (`npx @funpixel/tools play`) is the honest test of an opening: read its report
215
+ for what it thought the goal was and where it looked.
@@ -0,0 +1,80 @@
1
+ # What great looks like: worlds and stories on the shelf
2
+
3
+ Notes to borrow from, not rules. Sources are linked or named; a number marked *(estimated)* is a
4
+ working value, not a measurement. Everything is paraphrased.
5
+
6
+ ## Silt & Signal (Crayon, published 26 Sep 2026)
7
+
8
+ Our reference for a web game that feels like a world. Seen in three frames from a headless play
9
+ and its store text:
10
+ "Carry Neri through seven living worlds to restore the old crossings… voiced scenes, music,
11
+ wildlife and water that reacts to your ride."
12
+
13
+ | Beat | What it does | Why it works |
14
+ |---|---|---|
15
+ | Title card | Small overline with the game's name, a large serif display title ("The Long *Return.*"), a one-line promise ("A small life. A very large world."), one button ("Begin the journey"), a mode line, "Headphones recommended". The card sits over live key art of the world. | The promise sets the scale and the mood in eight words; one button removes the menu decision; the headphone line says sound matters. |
16
+ | Cinematic beat | Letterboxed, the world keeps rendering; a character kneels by a wounded companion; one line of dialogue in a serif at the bottom ("Hey. It's all right. We'll find someone who knows."), "Continue ›". Voiced. | The want is shown before control: someone needs help. One line, then the player acts. |
17
+ | First objective | Top left: `01 / THE LAST LIGHT` in small caps over "Reach Neri at the clinic"; a diamond waypoint in the world with "115 m"; a round minimap bottom left with north and the player arrow; "Map" and pause in the top right. | The goal is a sentence, a place on screen and a distance: three ways to read one thing. The chrome is small and in the corners, so the world is the screen. |
18
+ | The world | A paved road the eye follows between rounded white houses, dense planters and flower beds, cypress trees, lamp posts, market awnings, cliffs and an aqueduct arch as the far landmark; soft contact shadows under everything. | Dressed, not tiled: the same dozen pieces vary in scale and grouping; the road stays clear; the landmark is always in view. |
19
+
20
+ What to take: the order (promise → want → control → goal with a marker), the restraint of the
21
+ chrome, the density of a small kit used well. What to leave: its genre (a hover-bike journey) and
22
+ its scale (seven worlds). A slice needs one chapter of this, done fully.
23
+
24
+ ## Hollow Knight (Team Cherry, 2017)
25
+
26
+ - The world tells the story: ruins, corpses, inscriptions and a few characters with short, odd
27
+ lines explain a fallen kingdom. No opening cutscene of note; the first screen is a fall into a
28
+ dark town that says "something ended here".
29
+ - Each area owns a palette, a musical theme and an architecture, so a player knows where they
30
+ are from one frame.
31
+ - A bench is rest and save; its music and light make it a place you want to reach.
32
+ - Landmarks are seen long before they are reached (a city through a window). Maps are bought from
33
+ a cartographer, so knowing the place is itself a reward.
34
+
35
+ ## Hades (Supergiant, 2020)
36
+
37
+ - The story is inside the loop: every death returns Zagreus to the House of Hades, where
38
+ characters comment on the run just played. Lines are one or two sentences and voiced; there is
39
+ a very large pool so they rarely repeat (about 21,000 lines, per the studio *(estimated from
40
+ press)*).
41
+ - Portraits appear at the side with a name bar; the player taps through; combat never waits on
42
+ text.
43
+ - Rooms are hand-made set pieces with a doorway that shows the next reward, so a choice is also
44
+ a look ahead.
45
+
46
+ ## Celeste (Maddy Makes Games, 2018)
47
+
48
+ - Each chapter is one place, one new mechanic and one feeling; the climb is the story's metaphor.
49
+ - Short scenes bracket chapters; dialogue boxes carry a portrait whose expression changes per line.
50
+ - The postcard between chapters (a single illustrated card with a few lines) frames what the
51
+ chapter means before you play it.
52
+ - Collectibles (strawberries) sit where a curious player looks, so exploring is rewarded with
53
+ something small and seen.
54
+
55
+ ## Journey and Alto's Odyssey, briefly
56
+
57
+ - Journey: one landmark (the mountain with a light) is visible from almost everywhere; the whole
58
+ game is walking toward it. No text at all.
59
+ - Alto's Odyssey: time of day and weather change as you ride, so the same place feels new; the
60
+ music follows. A tiny cast, a huge sense of place.
61
+
62
+ ## Numbers worth starting from
63
+
64
+ | What | Starting value | Why |
65
+ |---|---|---|
66
+ | Title promise | 5–10 words | fits one line on a phone at display size |
67
+ | First beat before control | 3–8 s, skippable | long enough to show a want, short enough that a phone player stays *(estimated)* |
68
+ | Text speed | 40–50 characters a second, tap to complete | readable, never slower than reading *(estimated)* |
69
+ | Line length | up to about 90 characters | two lines in a phone text box |
70
+ | First objective on screen | by 10–20 s after Play | the question "what do I do?" is answered before it is asked *(estimated)* |
71
+ | First payoff | inside the first minute | the loop is felt before the story asks for patience *(estimated)* |
72
+ | Kit size for a slice | 6–12 pieces in one style | enough to vary a place, few enough to keep one look |
73
+ | Landmark | visible from most of the play space | the player can always orient |
74
+
75
+ ## Story in a slice: what fits one session
76
+
77
+ Fits: one place with a landmark and three areas, a title and a short beat, one chapter with three
78
+ to five objectives, a handful of text lines, one set piece, world changes the player causes, music
79
+ that turns with the moment. Needs production scale: many chapters, branching dialogue, voiced
80
+ casts, a map to buy, lore to find in every room. Aim the slice at the first list and do it fully.