@funpixel/tools 0.0.0-stage → 0.1.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +115 -0
- package/NOTICE +28 -0
- package/README.md +110 -2
- package/bench/LICENSE +674 -0
- package/bench/README.md +10 -0
- package/bench/entrypoint.py +94 -0
- package/bench/handlers/__init__.py +53 -0
- package/bench/handlers/apply_skin.py +192 -0
- package/bench/handlers/apply_texture.py +195 -0
- package/bench/handlers/audit_clips.py +351 -0
- package/bench/handlers/author_clips.py +297 -0
- package/bench/handlers/author_motion.py +298 -0
- package/bench/handlers/bake_emissive.py +136 -0
- package/bench/handlers/build_level.py +395 -0
- package/bench/handlers/decimate.py +220 -0
- package/bench/handlers/fit_rig.py +273 -0
- package/bench/handlers/fracture.py +233 -0
- package/bench/handlers/humanoid.py +119 -0
- package/bench/handlers/inspect.py +212 -0
- package/bench/handlers/level_check.py +68 -0
- package/bench/handlers/level_geo.py +150 -0
- package/bench/handlers/level_proof.py +117 -0
- package/bench/handlers/level_props.py +135 -0
- package/bench/handlers/lod.py +83 -0
- package/bench/handlers/merge_clips.py +122 -0
- package/bench/handlers/mirror_limb.py +336 -0
- package/bench/handlers/motion_specs.json +11 -0
- package/bench/handlers/normalize_materials.py +182 -0
- package/bench/handlers/normalize_transform.py +174 -0
- package/bench/handlers/prune_clips.py +141 -0
- package/bench/handlers/raster.py +98 -0
- package/bench/handlers/render.py +239 -0
- package/bench/handlers/render_views.py +101 -0
- package/bench/handlers/retarget_clips.py +185 -0
- package/bench/handlers/scene.py +311 -0
- package/bench/handlers/sheet.py +118 -0
- package/bench/handlers/texels.py +176 -0
- package/bench/handlers/views.py +232 -0
- package/dist/api/generated/openapi.js +1 -0
- package/dist/api/http.js +71 -0
- package/dist/api/jobs.js +94 -0
- package/dist/assets/bakeoff.js +61 -0
- package/dist/assets/counts.js +60 -0
- package/dist/assets/gen.js +230 -0
- package/dist/assets/lock.js +77 -0
- package/dist/assets/manifest.js +236 -0
- package/dist/assets/palette-fit.js +99 -0
- package/dist/assets/pixelart.js +192 -0
- package/dist/assets/pixels.js +131 -0
- package/dist/assets/plan.js +169 -0
- package/dist/assets/process.js +209 -0
- package/dist/assets/script.js +194 -0
- package/dist/assets/steps.js +294 -0
- package/dist/bin.js +8 -0
- package/dist/board/board.js +99 -0
- package/dist/cast/library.js +102 -0
- package/dist/cast/measure.js +222 -0
- package/dist/cli.js +2917 -0
- package/dist/clip/clip.js +83 -0
- package/dist/commands/account.js +158 -0
- package/dist/commands/assets-pixels.js +106 -0
- package/dist/commands/assets.js +473 -0
- package/dist/commands/beats.js +77 -0
- package/dist/commands/board.js +162 -0
- package/dist/commands/boxes.js +89 -0
- package/dist/commands/capture-all.js +92 -0
- package/dist/commands/cast.js +84 -0
- package/dist/commands/character.js +58 -0
- package/dist/commands/check.js +404 -0
- package/dist/commands/clip.js +112 -0
- package/dist/commands/compare-takes.js +204 -0
- package/dist/commands/compare-target.js +149 -0
- package/dist/commands/compare.js +117 -0
- package/dist/commands/compose-variations.js +202 -0
- package/dist/commands/compose.js +163 -0
- package/dist/commands/cut.js +13 -0
- package/dist/commands/decide.js +90 -0
- package/dist/commands/depth.js +171 -0
- package/dist/commands/dev.js +138 -0
- package/dist/commands/directions.js +106 -0
- package/dist/commands/doctor.js +281 -0
- package/dist/commands/export.js +88 -0
- package/dist/commands/feedback.js +496 -0
- package/dist/commands/feel.js +144 -0
- package/dist/commands/fidelity.js +95 -0
- package/dist/commands/find.js +116 -0
- package/dist/commands/firstlook.js +138 -0
- package/dist/commands/flow.js +600 -0
- package/dist/commands/framing.js +53 -0
- package/dist/commands/gdd.js +227 -0
- package/dist/commands/gen.js +512 -0
- package/dist/commands/greenlight.js +148 -0
- package/dist/commands/hook.js +171 -0
- package/dist/commands/init.js +234 -0
- package/dist/commands/inspect.js +161 -0
- package/dist/commands/job.js +41 -0
- package/dist/commands/jobs.js +87 -0
- package/dist/commands/journal.js +58 -0
- package/dist/commands/journey.js +228 -0
- package/dist/commands/judge.js +191 -0
- package/dist/commands/lanes.js +571 -0
- package/dist/commands/lessons.js +74 -0
- package/dist/commands/life.js +134 -0
- package/dist/commands/login.js +134 -0
- package/dist/commands/look-3d.js +105 -0
- package/dist/commands/look-fit.js +116 -0
- package/dist/commands/look-hud.js +180 -0
- package/dist/commands/look-read.js +162 -0
- package/dist/commands/look-sheet.js +152 -0
- package/dist/commands/look-theme.js +136 -0
- package/dist/commands/look.js +373 -0
- package/dist/commands/loop.js +112 -0
- package/dist/commands/loudness.js +69 -0
- package/dist/commands/mobile-qa.js +119 -0
- package/dist/commands/model.js +256 -0
- package/dist/commands/models.js +93 -0
- package/dist/commands/motion.js +305 -0
- package/dist/commands/next.js +72 -0
- package/dist/commands/note.js +294 -0
- package/dist/commands/optimize.js +212 -0
- package/dist/commands/owner.js +109 -0
- package/dist/commands/pack.js +66 -0
- package/dist/commands/parts.js +635 -0
- package/dist/commands/phone.js +398 -0
- package/dist/commands/pick.js +146 -0
- package/dist/commands/pitch.js +205 -0
- package/dist/commands/places.js +89 -0
- package/dist/commands/play.js +368 -0
- package/dist/commands/playable.js +51 -0
- package/dist/commands/playtest.js +262 -0
- package/dist/commands/profile.js +292 -0
- package/dist/commands/progress.js +537 -0
- package/dist/commands/publish.js +165 -0
- package/dist/commands/reach.js +72 -0
- package/dist/commands/reel.js +177 -0
- package/dist/commands/review.js +112 -0
- package/dist/commands/rooms.js +180 -0
- package/dist/commands/schema.js +29 -0
- package/dist/commands/score.js +326 -0
- package/dist/commands/serve.js +67 -0
- package/dist/commands/setup.js +254 -0
- package/dist/commands/sim.js +179 -0
- package/dist/commands/simulator.js +154 -0
- package/dist/commands/smoke-build.js +305 -0
- package/dist/commands/smoke.js +37 -0
- package/dist/commands/spec.js +114 -0
- package/dist/commands/store.js +154 -0
- package/dist/commands/test.js +104 -0
- package/dist/commands/trailer.js +255 -0
- package/dist/commands/unity-editor.js +322 -0
- package/dist/commands/unity-player.js +672 -0
- package/dist/commands/unity.js +198 -0
- package/dist/commands/upgrade.js +186 -0
- package/dist/commands/variety.js +108 -0
- package/dist/commands/verify.js +293 -0
- package/dist/commands/walk.js +449 -0
- package/dist/commands/widen.js +133 -0
- package/dist/commands/world.js +175 -0
- package/dist/commands/wow.js +143 -0
- package/dist/commands/zero.js +71 -0
- package/dist/compose/adsheet.js +61 -0
- package/dist/compose/contract.js +248 -0
- package/dist/compose/facts.js +81 -0
- package/dist/compose/hyperframes.js +102 -0
- package/dist/compose/page.js +216 -0
- package/dist/compose/probe.js +160 -0
- package/dist/compose/run.js +170 -0
- package/dist/compose/sheet.js +92 -0
- package/dist/compose/starters.js +247 -0
- package/dist/compose/variations.js +203 -0
- package/dist/criteria.js +35 -0
- package/dist/depth/experience.js +61 -0
- package/dist/depth/fill.js +102 -0
- package/dist/depth/inventory.js +161 -0
- package/dist/depth/pacing.js +173 -0
- package/dist/depth/story.js +97 -0
- package/dist/dev/devtools.js +119 -0
- package/dist/dev/hold.js +46 -0
- package/dist/dev/lan.js +15 -0
- package/dist/dev/open.js +30 -0
- package/dist/dev/qr.js +124 -0
- package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
- package/dist/devtools/LICENSES/preact.LICENSE +21 -0
- package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
- package/dist/devtools/LICENSES/three.LICENSE +21 -0
- package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
- package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
- package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
- package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
- package/dist/direct/moves.js +234 -0
- package/dist/direct/read.js +59 -0
- package/dist/direct/round.js +80 -0
- package/dist/doctor/host.js +245 -0
- package/dist/doctor/unity-checks.js +380 -0
- package/dist/doctor/unity-history.js +589 -0
- package/dist/doctor/unity-host.js +160 -0
- package/dist/doctor/unity-import-rules.js +874 -0
- package/dist/doctor/unity-meta.js +225 -0
- package/dist/doctor/unity-project.js +297 -0
- package/dist/doctor/unity.js +171 -0
- package/dist/export/export.js +165 -0
- package/dist/export/metadata.js +25 -0
- package/dist/export/runtime.js +119 -0
- package/dist/export/scan.js +78 -0
- package/dist/export/select.js +193 -0
- package/dist/export/strip.js +42 -0
- package/dist/feedback/ab.js +55 -0
- package/dist/feedback/auto.js +44 -0
- package/dist/feedback/learn.js +255 -0
- package/dist/feedback/measure.js +49 -0
- package/dist/feedback/page.js +66 -0
- package/dist/feel/feedback.js +85 -0
- package/dist/feel/judge.js +420 -0
- package/dist/feel/run.js +185 -0
- package/dist/feel/spec.js +124 -0
- package/dist/feel/sweep.js +156 -0
- package/dist/fidelity/consistency.js +205 -0
- package/dist/fidelity/match.js +675 -0
- package/dist/fidelity/run.js +107 -0
- package/dist/find/keywords.js +97 -0
- package/dist/find/names.js +45 -0
- package/dist/find/route.js +59 -0
- package/dist/firstlook/quality.js +261 -0
- package/dist/firstlook/render.js +111 -0
- package/dist/firstlook/set.js +218 -0
- package/dist/flow/flow.js +455 -0
- package/dist/flow/look.js +139 -0
- package/dist/frame/behaviour.js +53 -0
- package/dist/frame/clock.js +117 -0
- package/dist/frame/contract.js +111 -0
- package/dist/frame/genre.js +65 -0
- package/dist/frame/idle.js +58 -0
- package/dist/frame/opening.js +171 -0
- package/dist/frames/loop.js +52 -0
- package/dist/frames/sheet.js +69 -0
- package/dist/gdd/book.js +483 -0
- package/dist/gdd/chapters.js +71 -0
- package/dist/gdd/design.js +135 -0
- package/dist/gdd/doc.js +32 -0
- package/dist/gdd/levelmap.js +428 -0
- package/dist/gdd/measures.js +477 -0
- package/dist/gdd/page.js +111 -0
- package/dist/gdd/rubric.js +250 -0
- package/dist/gdd/size.js +83 -0
- package/dist/gdd/tiers.js +148 -0
- package/dist/gdd/world.js +98 -0
- package/dist/gdd/worth.js +507 -0
- package/dist/gen/kinds.js +451 -0
- package/dist/gen/local/doctor.js +25 -0
- package/dist/gen/local/index.js +3 -0
- package/dist/gen/local/kokoro.js +334 -0
- package/dist/gen/local/master.js +248 -0
- package/dist/gen/local/provider.js +65 -0
- package/dist/gen/local/voice-rules.js +156 -0
- package/dist/gen/models.generated.js +469 -0
- package/dist/gen/models.js +53 -0
- package/dist/gen/prompt-lint.js +35 -0
- package/dist/gen/record.js +73 -0
- package/dist/gen/save.js +101 -0
- package/dist/gen/title.js +55 -0
- package/dist/gen/unity.js +334 -0
- package/dist/goals/goals.js +204 -0
- package/dist/goals/run.js +90 -0
- package/dist/greenlight/ambition.js +42 -0
- package/dist/greenlight/bible.js +138 -0
- package/dist/greenlight/lock.js +48 -0
- package/dist/greenlight/match.js +19 -0
- package/dist/greenlight/md.js +82 -0
- package/dist/greenlight/page.js +100 -0
- package/dist/greenlight/pitches.js +66 -0
- package/dist/greenlight/worth.js +90 -0
- package/dist/guidance.js +24 -0
- package/dist/init/bare.js +114 -0
- package/dist/init/git.js +56 -0
- package/dist/init/starter.js +166 -0
- package/dist/init/starters.js +179 -0
- package/dist/inspect/describe.js +125 -0
- package/dist/inspect/devserver.js +40 -0
- package/dist/journey/diff.js +74 -0
- package/dist/journey/from-round.js +44 -0
- package/dist/journey/record.js +76 -0
- package/dist/journey/run.js +139 -0
- package/dist/journey/script.js +223 -0
- package/dist/judge/common.js +60 -0
- package/dist/judge/identity.js +68 -0
- package/dist/judge/sources.js +37 -0
- package/dist/judge/structure.js +59 -0
- package/dist/keys/device.js +145 -0
- package/dist/keys/store.js +167 -0
- package/dist/lanes/fence.js +108 -0
- package/dist/lanes/gate.js +123 -0
- package/dist/lanes/lanes.js +355 -0
- package/dist/lanes/union.js +62 -0
- package/dist/lanes/where.js +49 -0
- package/dist/lessons/motifs.js +97 -0
- package/dist/lessons/store.js +56 -0
- package/dist/look/anim.js +206 -0
- package/dist/look/boxes.js +209 -0
- package/dist/look/dressing.js +24 -0
- package/dist/look/feedback.js +50 -0
- package/dist/look/fit.js +123 -0
- package/dist/look/held.js +92 -0
- package/dist/look/hook.js +169 -0
- package/dist/look/hud.js +189 -0
- package/dist/look/image-io.js +50 -0
- package/dist/look/life.js +96 -0
- package/dist/look/light.js +42 -0
- package/dist/look/look.js +85 -0
- package/dist/look/loops.js +108 -0
- package/dist/look/made-of.js +242 -0
- package/dist/look/moments.js +32 -0
- package/dist/look/motion.js +44 -0
- package/dist/look/phone-play.js +142 -0
- package/dist/look/player.js +32 -0
- package/dist/look/png.js +117 -0
- package/dist/look/readability.js +100 -0
- package/dist/look/roles.js +109 -0
- package/dist/look/sheet.js +104 -0
- package/dist/look/theme.js +278 -0
- package/dist/look/touch.js +129 -0
- package/dist/look/ui-style.js +102 -0
- package/dist/machine/procs.js +117 -0
- package/dist/managed.js +15 -0
- package/dist/mcp/hosted.js +174 -0
- package/dist/mcp/models.generated.js +538 -0
- package/dist/mcp/models.js +35 -0
- package/dist/mcp/server.js +330 -0
- package/dist/memory/decisions.js +138 -0
- package/dist/memory/journal.js +108 -0
- package/dist/model/bench.js +83 -0
- package/dist/model/blender.js +106 -0
- package/dist/model/clips.js +34 -0
- package/dist/model/finalize.js +33 -0
- package/dist/motion/checks.js +173 -0
- package/dist/motion/contract.js +177 -0
- package/dist/motion/encode.js +37 -0
- package/dist/motion/render.js +167 -0
- package/dist/motion/starter.js +54 -0
- package/dist/optimize/check.js +29 -0
- package/dist/optimize/helper.js +80 -0
- package/dist/owner/bar.js +285 -0
- package/dist/owner/match.js +105 -0
- package/dist/pack/build.js +97 -0
- package/dist/pack/deps.js +28 -0
- package/dist/pack/leaks.js +77 -0
- package/dist/pack/limits.js +51 -0
- package/dist/pack/report.js +35 -0
- package/dist/phone/baguette.js +139 -0
- package/dist/phone/listen.js +65 -0
- package/dist/pipeline/pipeline.js +929 -0
- package/dist/plan/actions.js +18 -0
- package/dist/plan/notes.js +15 -0
- package/dist/play/clock.js +40 -0
- package/dist/play/condition.js +45 -0
- package/dist/play/frames.js +60 -0
- package/dist/play/input.js +118 -0
- package/dist/play/pointer.js +21 -0
- package/dist/play/report.js +124 -0
- package/dist/play/server.js +274 -0
- package/dist/play/session.js +231 -0
- package/dist/play/steps.js +192 -0
- package/dist/playable/build.js +90 -0
- package/dist/playable/cta.js +88 -0
- package/dist/playable/networks.js +33 -0
- package/dist/playable/scan.js +46 -0
- package/dist/playtest/after-round.js +60 -0
- package/dist/playtest/assemble.js +168 -0
- package/dist/playtest/experience-run.js +69 -0
- package/dist/playtest/experience.js +77 -0
- package/dist/playtest/facts.js +90 -0
- package/dist/playtest/fidelity.js +179 -0
- package/dist/playtest/history.js +115 -0
- package/dist/playtest/hits.js +48 -0
- package/dist/playtest/hosted.js +98 -0
- package/dist/playtest/keep.js +110 -0
- package/dist/playtest/ledger.js +77 -0
- package/dist/playtest/length.js +113 -0
- package/dist/playtest/measure.js +181 -0
- package/dist/playtest/mobile-qa.js +391 -0
- package/dist/playtest/mockups.js +198 -0
- package/dist/playtest/moments.js +28 -0
- package/dist/playtest/prepare.js +162 -0
- package/dist/playtest/rank.js +184 -0
- package/dist/playtest/report.js +209 -0
- package/dist/playtest/route.js +139 -0
- package/dist/playtest/seats.js +128 -0
- package/dist/playtest/sheet.js +38 -0
- package/dist/playtest/stop.js +54 -0
- package/dist/playtest/stuck.js +47 -0
- package/dist/production/contract.js +61 -0
- package/dist/production/mirror.js +96 -0
- package/dist/production/tier.js +66 -0
- package/dist/profile/compare.js +171 -0
- package/dist/progress/answers.js +35 -0
- package/dist/progress/holds.js +106 -0
- package/dist/progress/notify.js +25 -0
- package/dist/progress/progress.js +300 -0
- package/dist/publish/build.js +54 -0
- package/dist/publish/folder.js +106 -0
- package/dist/publish/funpixel.js +96 -0
- package/dist/publish/hosts.js +48 -0
- package/dist/reach/envelope.js +111 -0
- package/dist/reach/load.js +84 -0
- package/dist/reach/side.js +320 -0
- package/dist/reach/spec3d.js +338 -0
- package/dist/reach/tiles.js +163 -0
- package/dist/reel/encode.js +34 -0
- package/dist/reel/tour.js +81 -0
- package/dist/relay/bots.js +62 -0
- package/dist/relay/bridge.js +54 -0
- package/dist/relay/local.js +82 -0
- package/dist/relay/redis.js +40 -0
- package/dist/review/audio.js +72 -0
- package/dist/review/ledger.js +60 -0
- package/dist/review/media.js +114 -0
- package/dist/review/model.js +348 -0
- package/dist/review/picture.js +113 -0
- package/dist/review/specs.js +134 -0
- package/dist/review/video.js +248 -0
- package/dist/schema/game.js +308 -0
- package/dist/score/comfort.js +79 -0
- package/dist/score/light.js +62 -0
- package/dist/score/measure.js +386 -0
- package/dist/score/vision.js +59 -0
- package/dist/serve/webgl.js +415 -0
- package/dist/setup/lsp.js +42 -0
- package/dist/sim/curve.js +122 -0
- package/dist/sim/judge.js +240 -0
- package/dist/sim/skeleton.js +65 -0
- package/dist/simulator/lease.js +159 -0
- package/dist/simulator/orient.js +57 -0
- package/dist/simulator/screen.js +113 -0
- package/dist/simulator/simctl.js +79 -0
- package/dist/smoke/art.js +20 -0
- package/dist/smoke/checks.js +165 -0
- package/dist/smoke/logic.js +73 -0
- package/dist/smoke/orphans.js +78 -0
- package/dist/smoke/palette.js +16 -0
- package/dist/smoke/sources.js +36 -0
- package/dist/sound/beats.js +95 -0
- package/dist/sound/loudness.js +94 -0
- package/dist/spec/extract.js +123 -0
- package/dist/spec/lint.js +261 -0
- package/dist/spec/presets.js +30 -0
- package/dist/spec/rooms.js +188 -0
- package/dist/spec/scaffold.js +457 -0
- package/dist/spec/sections.js +16 -0
- package/dist/spec/tunables.js +74 -0
- package/dist/stage/harnessignore.js +90 -0
- package/dist/stage/stage.js +57 -0
- package/dist/stage/tar.js +41 -0
- package/dist/status/board.js +172 -0
- package/dist/status/file.js +112 -0
- package/dist/status/inbox.js +55 -0
- package/dist/status/status.js +311 -0
- package/dist/store/answers.js +47 -0
- package/dist/store/doctor.js +120 -0
- package/dist/store/images.js +65 -0
- package/dist/store/init.js +101 -0
- package/dist/store/lint.js +392 -0
- package/dist/store/plan.js +133 -0
- package/dist/store/sdks.js +107 -0
- package/dist/studio/forks.js +93 -0
- package/dist/studio/pitch.js +294 -0
- package/dist/studio/widen.js +212 -0
- package/dist/suite/node-run.js +81 -0
- package/dist/suite/test-types.js +71 -0
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# The game's memory: what the person changed, what was decided
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A diff says what moved. It cannot say that the person slowed the ghosts on purpose because their
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kids kept losing, or that tap-to-jump beat swipe after a bus ride. Without that, the next session
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"fixes" the slow ghosts back to the design number, or re-opens the control question and quietly
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reverses it. Two small files carry the why across sessions; both are private (they never ship,
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and `funtools export` leaves them behind), and both are read at session start.
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| File | Holds | Written by |
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| `.funtools/journal.jsonl` | one line per change a person made: who, what, why, when, files or values | `npx @funpixel/tools journal`, and the hooks when files moved between agent turns |
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| `design/decisions.md` | each choice against its alternative, with the reason, an id (`D3`) and a date | `npx @funpixel/tools decide`, or by hand |
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When neither file exists the session start says nothing about them; an empty memory is not a
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problem to fix.
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## The creator's journal
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For the person's own changes: a number tuned in the editor, a sprite they redrew, a level they
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reordered, a line of copy they rewrote.
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- The person, in a terminal: `npx @funpixel/tools journal "ghost speed 4 → 3.2" --why "my kids lost in 20 s" --values ghostSpeed=3.2 --files src/feel.ts`.
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- You, when the person tells you in chat what they changed by hand, may record it for them with
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the same command; the entry says it came through the agent (the host's own shell says so, not
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a guess), with `--by` naming the person if they gave a name.
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- Detected entries: the hooks keep what the files looked like when an agent last touched them
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(every Stop, and each file a Write or Edit call wrote). When a session starts, or the person
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sends a message, and shipping files or design notes differ from that, one entry is added,
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marked detected: the files certainly moved, but who moved them and why is unknown (a person, a
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`git pull`, a turn that was interrupted before its Stop). It names no person and invents no
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reason.
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What the session start shows: the last five entries, then a short line. What to do with them is
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yours to judge; what worked in the studio's games:
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conversation; the person may have moved things since.
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- Keep a told change unless the person asks otherwise. If it now fights the design, say so and
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offer both, rather than reverting it.
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- A detected change is a fact about bytes, not about intent. When it matters (a tuned number, a
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deleted level), one question settles it; when it is plainly a pull or a formatter, carry on.
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## The decisions log
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For choices a later session could plausibly reverse: the control scheme, the camera, the art
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medium, a number a playtest settled, a feature cut on purpose, a pillar bent at the person's
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request. Not every small call: if nobody would ever argue it, it is not a decision worth an id.
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`npx @funpixel/tools decide "tap anywhere to jump" --over "swipe up" --because "one thumb on a bus; swipes misfired at 60 fps"`
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appends `D<n>` to `design/decisions.md`. A decision reads best against what it beat (`--over`);
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one that names no alternative is the one that gets re-argued.
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Changing your mind is normal and creative freedom stays whole: a later decision may replace an
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earlier one with `--supersedes D3`. The old entry stays, marked `Superseded by: D5`, so anyone can
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see the path the design took and why. The session start lists only the live ones; `decide` with
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no text lists both, and `npx @funpixel/tools gdd` shows the live ones beside the GDD's score.
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Why a file of its own and not a GDD section: the GDD is rewritten whole at each version (v0.1,
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v0.2, as built) and states the design as it is now. The log keeps how it got there and survives
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every rewrite. The GDD's `Decision:` lines can cite an id ("Decision: D4, tap to jump"), so the
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| A design choice with a real alternative was settled | the decisions log (and the GDD's current text) |
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| A step, test, dead end or lesson of this session, with its cost | the dev log (`feedback log`) |
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| A finding the next game of this genre should start with | `lessons add` |
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log and a decision in the log. The dev log is the session's story for Funpixel; the decisions log
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is the game's own record for whoever works on it next.
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## Measured outcomes, the owner and what logs itself
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ranks what worked by its measured change, so give a `worked` or `didnt` line its numbers:
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```
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npx @funpixel/tools feedback log "lean AO masks and skipping frozen rigs" --kind worked --metric "phone p95" --before 34 --after 25.5 --unit ms --evidence src/view/aoLean.ts
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npx @funpixel/tools feedback log "lighting passes on melted walls" --kind dead-end --minutes-lost 600
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npx @funpixel/tools feedback log "the walk is still a cut-out" --kind owner --verdict reject --screenshot design/shots/walk.png
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```
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- Evidence: `--evidence` (a path in the game), `--film`, `--sha` (a commit), `--test` (a test name);
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each is checked to exist, at once and again by `collect`. A line whose evidence is not found reads
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as unverified; words that name no file ("the deaths page") read as unverified too.
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- A lesson that says it fixed something ("…fixed it", "now always recovers") counts as worked, and a
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"34 -> 25.5 ms" in its words is read as its measured change.
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- The owner outranks: owner lines and every game's open pipeline notes (`note add "…" --stage <s>`,
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closed only by evidence, reopened by the owner's `note verdict N reject "…"`) lead the report.
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- What logs itself: `sim` (the naive bot's lost runs, its warnings), `play` (high defects), `hook`
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and `life` (warnings, movers), `profile` (frame p95) and `playtest` (the panel's mean) append a
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`measure` line with the last value as `before` (`FUNTOOLS_NO_AUTOLOG=1` turns it off). A game's
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post-merge hook can run `npx @funpixel/tools feedback merged`: the merge becomes a `worked` line
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with the numbers that moved since its merge base.
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- A/B records: `feedback ab "<game>" --routes gdk,non-gdk --overall 7.0,8.0 --axes "story=7.0/8.7"
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--winner non-gdk --judges "3 blind seats"`; `collect` says where a route keeps losing.
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name: funpixel-game-feel
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description: Use when an action feels unanswered, mistimed or hard to read (mushy, floaty or laggy controls), or when designing the response to a new action or payoff. Covers event-to-feedback mapping, payoff ladders, motion and audio by role, accessibility and testing. In Unity (haptics, hit-stop, screen shake), follow references/unity.md.
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---
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# Game feel: make the response readable
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Feel is why a player keeps pressing the button. Look at what the hits tune: Celeste's dash opens
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with a 50 ms freeze and a shake along its direction, and its jump still fires 0.1 s after the ledge is gone;
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Enter the Gungeon's roll is safe for only its first half, so every roll is a decision; Suika's
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watermelon is rare enough that its arrival is the story of a run. Each is one response, sized to
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what happened, and tuned for months.
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The player should know that an action registered, what it changed, and what they can do next.
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Choose feedback for the game: an impact, a chess move and a quiet deduction need different
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responses. More particles or shake do not automatically mean better feel.
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18
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## Tools
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- `check_plan` reviews the design note. For a complete game, keep the event map under `## Juice`
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in the design document (`design/GDD.md`, or an older `design/README.md`); a focused fix only
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needs the affected event and its acceptance check.
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- `capture_view`, or `npx @funpixel/tools capture --view playing --verbs <verb> --hold 60
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--viewport phone`, records visible responses. Use the actual verb and response timing.
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- `inspect_scene`, locally `scene --motion`, measures the sampled scene, not quality or intent.
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- `npx @funpixel/tools feel` plays `test/feel.json` through the real controls and reads timing a
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still cannot show: the verb's jump, dash and invulnerable numbers beside the design's, tell to
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strike, the death beat and the time back to control, and each actor's look in each state. The
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optional `__FPX_STATE__` fields it reads, and why each helps, are in
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[references/measure.md](references/measure.md).
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- `probe`, locally `npx @funpixel/tools verify`, checks declared self-tests and audio events.
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- `generate_sound` and `generate_sprite` supply assets when needed; reuse accepted ones first.
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- `npx @funpixel/tools play --viewport phone` lets the blind player test timing and controls;
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the `critic` agent reviews presentation through `funpixel-verify`.
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## The checklist
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1. **Find the unanswered event.** Reproduce it through real controls. Map the core action,
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relevant failure and resolution to feedback. Record when, what changes visually, duration,
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motion, sound and camera response. Explicitly mark intentional silence or stillness. Use the
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smallest set that communicates the result; a silent game still needs a readable response.
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2. **Tune to the role.** For physical combat, try recoil, contact poses, a local flash, particles
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or sound, sized to impact weight. For placement, try a legal-position preview and a decisive
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settle. For deduction, reveal the changed rule or connection. These are techniques, not a
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compulsory bundle. Keep the most important event distinct from routine actions. In an action
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game with several weapons, one contact function they all call keeps the feel consistent and
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tunable in one place; a new weapon that opens or cashes a state the old verbs already make
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(a reeling enemy) gives combos without new systems. One action game's values, its weapons as tools
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of a pillar, and what its blind player caught: [references/contact.md](references/contact.md).
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3. **Protect control and fairness.** Hitstop freezes the picture, not the player: a press during
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it that is dropped reads as lag. Telegraph danger early enough for the intended player to react; measure the timing (`feel`) rather than copying one duration.
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Use shape and position as well as colour. Distinguish a missed action from an ignored press.
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Linear motion can be right for projectiles or exact placement; easing is there to serve control.
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4. **Keep the payoff legible.** At phone size, avoid overlapping reward text, banners and the
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action. Separate world effects from HUD feedback. Use a stored base scale for squash instead
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of compounding transforms. Pool frequent effects and measure the target device's frame time;
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particle counts in a recipe are starting values, not universal budgets.
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5. **Offer comfortable feedback.** Respect `prefers-reduced-motion` and provide controls for
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effects the game uses. Replace camera shake, flashing or large movement with stable outlines,
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concise state changes or other readable cues. Reduced motion may remove hitstop and local
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flashes too. Avoid rapid flashing; a frequency cap alone does not establish accessibility.
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6. **Measure, play, fix.** Test that each relevant sim event reaches its intended feedback and
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that repeated input remains responsive. Capture before, contact and aftermath at phone and
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desktop sizes. Verify audio events when audio is promised; a started cue does not establish
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its audible quality. Play with sound off and reduced motion. File concrete findings, change
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one cause and repeat the affected action; `npx @funpixel/tools compare` sets the view's before
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and after side by side, so a reported fix is seen. A still frame cannot prove timing; `feel`
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measures it, and neither proves enjoyment.
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Use [references/recipes.md](references/recipes.md) for optional implementation patterns,
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[references/motion.md](references/motion.md) for gaits and strikes as tunable data, and
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[references/payoffs.md](references/payoffs.md) for reward hierarchy and fairness. Adapt their
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values and effect choices to the brief; mechanics added to fill a table make the game louder, not clearer.
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## Worked example
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A quiet tile puzzle registers a drop but gives no clue why it was refused. Preserve the static
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board style: preview legal cells, return an illegal tile to its origin, and show the conflicting
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edge with a stable outline. Replay legal and illegal drops on phone, then test reduced motion.
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No idle bob, combat flash or sound generation is needed. In an action game, the same unanswered
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input problem may instead need a contact pose and a short impact cue.
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## Common mistakes
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- Adding every effect recipe to every genre instead of making the result clearer.
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- Timing feedback for a critic's screenshot instead of the player performing the action.
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- Deleting feedback in reduced motion instead of replacing uncomfortable effects.
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- Calling effects measured in a quiet one-second sample proof that attacks read correctly.
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- A verb that exists only in the sim: with no pose, sound or visible result, players report it
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missing (one game's shove, for weeks).
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- Limiting a helper the genre's hit never limits (one game's capped jar, reported as a bug
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twice; Peggle's bucket never runs out). A real resource keeps its empty state visible.
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- A tell carried by sound alone: a muted phone never hears it, so the visual has to build across
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the whole warning.
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Where this comes from: our own games (the juice tables, one action game's contact work, the `feel`
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measures) and the hits in research 18; the juice vocabulary from Vlambeer's talks and "Juice it or
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lose it"; review habits from Claude Code Game Studios (MIT); hitstop that freezes the picture, not
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the player, began as a platform engine note.
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@@ -0,0 +1,110 @@
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# Contact, verbs and weapons in an action game
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What one 3D action game learned about hits, verbs and weapons. It is a third-person
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deep-sea horror game in three.js, built with the GDK's tools in September 2026 (its making notes:
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`design/MAKING.md`, `PERF.md`, `assets.md`). Between its first and second playtest, the round
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that added the contact work below, the blind critic panel's juice score went 5.60 → 6.17 and look
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7
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and feel 7.15 → 7.62. The same round changed other things too, so treat these as ideas with a
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reason, not a proven recipe. A quiet puzzle needs none of this.
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9
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## One contact function
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Every weapon in it calls one `impact(target, dir, kind)`, so a weapon added later inherits
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the feel, and tuning happens in one place. What that function did:
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| Part | Its value | Why |
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|---|---|---|
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| Target jolt | along the hit direction | shows where the force went |
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| Flash | the struck part goes white for a few frames | says "that one", even in the dark |
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| Hit marker | at the reticle; coral for a sever or a kill | confirms the hit where the eye already is |
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| Camera punch | a few centimetres toward the hit | weight without a shake that blurs the target |
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| Hitstop | 45–90 ms, by the weight of the hit | the contact frame is held long enough to register |
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| Slow motion | a short beat on severs and kills only | kept rare so it still means a payoff |
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Under reduced motion it kept the marker and the flash and dropped the punch and the slow motion,
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so the hit still reads. Two traps it met: the flash lit every enemy's arm at once until each limb
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had its own material (three.js shares materials between copies; skill `funpixel-3d`,
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its three-loading reference, "Copies"), and hitstop that
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froze input read as lag (hitstop freezes the bodies; see [recipes](recipes.md#hitstop-on-the-bodies-not-the-loop)).
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```ts
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export function impact(t: Target, dir: Vec3, kind: 'hit' | 'sever' | 'kill') {
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t.jolt(dir, kind === 'hit' ? 0.06 : 0.12); // metres along the hit
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t.flash(kind === 'hit' ? 0.06 : 0.1); // seconds, the part's own material
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hud.marker(kind === 'hit' ? 'white' : 'coral');
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if (!reduced) camera.punch(dir, 0.03);
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hitstop([t, hero], kind === 'hit' ? 0.045 : 0.09); // bodies only; input keeps running
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if (!reduced && kind !== 'hit') time.slow(0.35, 0.25); // scale, seconds
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}
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+
```
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+
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41
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## A verb nobody can see does not exist
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42
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+
|
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43
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The game's shove worked in the sim for weeks with no body animation, and the owner asked "don't we
|
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44
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have a melee attack?". To a player, a verb without a pose, a sound and a visible result is not
|
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45
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there. A two-handed shove and a slash fixed it. `funtools feel` reads each actor's look per state
|
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46
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([measure](measure.md)), which shows a state that borrows another's pose.
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47
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+
|
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48
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The same goes for touch: on the phone a tap on a joint that missed showed nothing, so the blind
|
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49
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player could not tell a cut from no cut. A miss that answers (a spark, a small "miss") tells the
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player the press arrived.
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51
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+
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## Combos from what is already there
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53
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+
|
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54
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The dive knife added no enemy and no system. It cashes a state several existing verbs already
|
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create: anything *reeling* (opened by the pendulum dodge, pinned by a rivet, thrown by a Counter or
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a gun's stagger) loses a joint to the knife for free. That turned the old verbs into combos:
|
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Counter → knife → knife drops one; rivet → close in → knife. The strike button becomes KNIFE, lit,
|
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exactly when a reeling enemy is in reach, so the HUD teaches the combo at the moment it applies.
|
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59
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+
|
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60
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A question to ask of any new verb or weapon: which state does it open, and which verb cashes it?
|
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61
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+
|
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62
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## Weapons as tools that serve a pillar
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63
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+
|
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64
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The game's three tools each answer a design pillar and draw on the one shared resource (the gas
|
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canister), so adding them kept the economy:
|
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66
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+
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- the cutter takes joints (the core verb);
|
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68
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- the rivet driver pins an enemy to the wall behind it by a limb, and its rivets are recovered from
|
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69
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the walls (the twin of the weld pillar: what you fix in place stays);
|
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- the scattergun throws everything back and takes limbs up close, with rare shells, and it is the
|
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loudest thing she carries, so it costs stealth.
|
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72
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+
|
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73
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+
The owner asked for a famous game's stake gun. The team built the *fantasy* (pin an enemy to a
|
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wall) as its own tool with its own name and silhouette, and sent no franchise name or image to any
|
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generator: the ideas are free to use, the look and marks belong to their owner.
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+
|
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77
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Mid-build requests can quietly break a pillar. "Add guns" broke "you have no gun", "make her
|
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faster" broke the gas economy, "make manoeuvres easier" softened the pendulum as a skill. Each was
|
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79
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kept and folded back: every tool costs gas, the automatic dodge side became an Assist setting.
|
|
80
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+
Re-reading the pillars after a request is cheap (skill `funpixel-gdd`).
|
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81
|
+
|
|
82
|
+
## Movement numbers that held, and how they were found
|
|
83
|
+
|
|
84
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+
| Verb | Design | Measured by `feel` | Note |
|
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85
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+
|---|---|---|---|
|
|
86
|
+
| Walk / run | 2.5 / 4.5 m/s | — | 2.7 / 4.8 broke the gas economy: the chapter bots rushed into extra fights and could not afford the second weld |
|
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87
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+
| Dodge | 2.0 m in 0.26 s | 1.92 m in 0.30 s | one press; the side follows the pendulum |
|
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88
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+
| Untouchable window | 0.21 s | 0.217 s | |
|
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89
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+
|
|
90
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+
Two lessons in that table. The speed change was caught by bots that play the whole chapter on five
|
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91
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seeds in the tests, not by feel. And the dodge started as Space plus a direction, which was the main
|
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92
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+
"hard to manoeuvre" complaint; one key that picks the side the pendulum wants fixed it, offered as
|
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93
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+
an assist so the skill stays for players who want it.
|
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94
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+
|
|
95
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+
A long frame (a first-use shader compile) moves a wall-clock window: one `feel` run's dodge hit the
|
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96
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+
rail. Warm up before measuring and run it twice (skill `funpixel-art`, its frames reference).
|
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97
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+
|
|
98
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+
## Tells that carry without sound
|
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99
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+
|
|
100
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+
The blind phone player died twice at the first enemy: the white arm showed about 0.3 s before the
|
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101
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+
swing, and the rest of the 0.7 s warning was the hum, which a muted phone never hears. A tell that
|
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102
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+
builds visibly across the whole warning (the arm growing toward white) carries on a silent phone;
|
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103
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+
sound can add to it without carrying it alone.
|
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104
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+
|
|
105
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+
## Films need a bot that fights
|
|
106
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+
|
|
107
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+
The game's route bots only cut, so films made from their runs showed no combat and a review could
|
|
108
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+
not judge the weapons. A `fighter` bot style, for films only (the tests keep the median bot), plays
|
|
109
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+
the verbs a keen player would: Counters, knives, rivets, a death. If the payoff is a fight, film a
|
|
110
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+
fight.
|
|
@@ -0,0 +1,125 @@
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1
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+
# Measuring feel: the verb, the tell, the death, the look by state
|
|
2
|
+
|
|
3
|
+
Panels judge stills, so four things that separate the hits from generated games went unmeasured
|
|
4
|
+
(research 18's craft properties 1, 2, 4 and 7): whether the verb does what the design's numbers
|
|
5
|
+
say, how long a threat warns before it hits and what the player can do about it, how long a death
|
|
6
|
+
takes to read and to undo, and whether an actor looks different in each of its states.
|
|
7
|
+
`npx @funpixel/tools feel` answers them from a trace: a script plays the real controls on the built
|
|
8
|
+
game while every frame's `__FPX_STATE__` (only the fields below) and each named actor's look are
|
|
9
|
+
kept. It is a mirror, not a gate: a note never fails it, and "not measured" is never a pass.
|
|
10
|
+
|
|
11
|
+
## The fields it reads
|
|
12
|
+
|
|
13
|
+
All optional. Expose what your game has; a field you leave out is a measure that says "not
|
|
14
|
+
measured", which is honest.
|
|
15
|
+
|
|
16
|
+
| Field | Why | What it measures |
|
|
17
|
+
|---|---|---|
|
|
18
|
+
| `t` | the game's own clock, in seconds: every step your loop gives the rules, after its clamp | every time measured on it, so a stutter in the browser that your game clamps does not lengthen a window; without it the page's clock is used and a long frame is said beside a gap |
|
|
19
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+
| `hero: { x, y, grounded }` | where the body is and whether it stands | jump height, time in the air, apex hang (time in the top 10% of the arc); a fall off a ledge never turns back, so it is not counted as a jump |
|
|
20
|
+
| `hero.body` | the hero's height in the state's units | distances in body heights, the unit the hits' numbers translate to across engines |
|
|
21
|
+
| `hero.unit` | `px`, `tile`, `slot`, `m` | a design row in those units compares without `body` |
|
|
22
|
+
| `hero.vx` | speed, for a hero that accelerates | top speed and time to it from rest, leaving out dash and invulnerable frames (a stepper's position jumps, so speed is read only from `vx`) |
|
|
23
|
+
| `hero.state` | the game's word: `idle`, `run`, `jump`, `dash`, `hurt`, `dead` | a dash's distance, time and speed (`dash`, `roll`, `dodge`), apart from the run's; a death; the player's look per state |
|
|
24
|
+
| `hero.invulnerable` | true while nothing can hurt the hero | the safe window; one that opens with a verb is a defensive verb, with its committed tail after |
|
|
25
|
+
| `threats: [{ id, kind?, phase }]` | a phase naming a tell (`tell`, `windup`, `warn`, `charge`, `aim`) and a strike (`strike`, `attack`, `active`, `fire`, `slam`) | tell to strike per kind, and strikes that came with no tell |
|
|
26
|
+
| `dead` | true from the fatal hit until the cut | the death beat |
|
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27
|
+
| `control` | false while input does nothing (a beat, a card, a fade) | death to control again |
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28
|
+
| `actors: { nodeName: state }` | keyed by the scene node's `label` (Pixi) or `name` (Three) | each actor's look in each of its states |
|
|
29
|
+
|
|
30
|
+
List every threat that can hurt the hero in `threats` on each frame it exists (a spike row, a
|
|
31
|
+
guard, a projectile), even one that never winds up. If the list is empty, feel sees nothing that can end
|
|
32
|
+
the run: tells, strikes, the death beat and the restart all come back "not measured", and the report says why.
|
|
33
|
+
|
|
34
|
+
The scaffold's demo exposes all of them (`src/expose.ts`), draws a key pose per state
|
|
35
|
+
(`src/pose.ts`), and `test/feel.json` plays it: a hop, a mashed hop, standing on a spike, a retry.
|
|
36
|
+
|
|
37
|
+
## The script
|
|
38
|
+
|
|
39
|
+
`test/feel.json`: `{ "viewport": "desktop", "seed": 1, "steps": [...], "expect": { ... } }`. Steps are
|
|
40
|
+
a journey's (tap, drag, hold, press, wait; no `view` or `verb` jumps) plus two:
|
|
41
|
+
`until field=value [ms]` waits for the state (`until screen=playing`, `until control=false 9000`), and
|
|
42
|
+
`retry <step>` repeats an input every 150 ms until the player has control again, so the time from
|
|
43
|
+
death to control is the game's, not the script's pause. Wait for the death with `until control=false`
|
|
44
|
+
rather than `dead=true`: a game with no beat never sets `dead`, and the wait would count against
|
|
45
|
+
its restart. Put a retry after the card is up when the state has no `control` field. `--journey <name>` plays a journey's steps instead. To read a
|
|
46
|
+
cooldown, press through it (`press Space 12`); the gap reads the cooldown to within the press spacing.
|
|
47
|
+
Modifier keys hold under another key with `&`: `hold ShiftLeft 1500 & hold ArrowRight 1500` is a
|
|
48
|
+
held run (`ShiftLeft`, `ShiftRight`, `ControlLeft`, `AltLeft`, `MetaLeft`…, the codes a game reads).
|
|
49
|
+
|
|
50
|
+
## Forgiveness windows: a sweep across runs
|
|
51
|
+
|
|
52
|
+
Coyote time (a jump pressed just after leaving the ledge still jumps) and the jump buffer (one
|
|
53
|
+
pressed just before landing is kept) cannot be read from one run: it cannot tell a window from a
|
|
54
|
+
missing one. `sweeps` in the script times attempts instead, each on a fresh load of the same seed:
|
|
55
|
+
its setup `steps`, then the page presses the verb at an exact offset from a moment on the game's
|
|
56
|
+
clock and reads whether it took. Offsets step out from the moment (0, 20, 40 … 200 ms by default,
|
|
57
|
+
`offsets: [first, last, step]`) until two in a row miss; the window is the largest that took.
|
|
58
|
+
|
|
59
|
+
```json
|
|
60
|
+
"sweeps": {
|
|
61
|
+
"coyote": { "steps": ["until screen=title", "press Space", "until screen=playing"],
|
|
62
|
+
"anchor": "hero.grounded=false", "press": "ArrowUp", "success": "hero.state=jump" },
|
|
63
|
+
"buffer": { "steps": ["until screen=title", "press Space", "until screen=playing"], "cue": "ArrowUp",
|
|
64
|
+
"anchor": "hero.grounded=true", "press": "ArrowUp", "success": "hero.grounded=false", "within": 300 }
|
|
65
|
+
}
|
|
66
|
+
```
|
|
67
|
+
|
|
68
|
+
`anchor` is the moment (a state turning true after it was false: leaving the ground, a strike
|
|
69
|
+
starting); a coyote press comes after it. A buffer press comes before it, so the `cue` key starts
|
|
70
|
+
the jump whose landing is the anchor, and a calibration run times the landing first. `success`
|
|
71
|
+
must hold within `within` ms (default 300) after both the press and the anchor. The attempts are
|
|
72
|
+
frame-quantized: at 60 fps a window reads to a frame either way, and the result shows the offset
|
|
73
|
+
that took, the first that missed and how many runs it took. The scaffold's demo has both: a hop
|
|
74
|
+
pressed up to 0.1 s before landing is kept, and a spike hits only 0.1 s after it stands, so a hop
|
|
75
|
+
that late still clears it (its coyote time, since it has no ledge). Each attempt reloads the game,
|
|
76
|
+
so a sweep takes a minute or so; `--no-sweep` skips them, and `playtest --quick` does too.
|
|
77
|
+
|
|
78
|
+
`expect` holds the script's own numbers, read like the design's. The design wins on the same
|
|
79
|
+
measure: a row of `design/GDD.md` `## The numbers` whose words name one (jump height, time in the
|
|
80
|
+
air, apex hang, top speed, time to top speed, dash distance, dash time, dash speed, invulnerable
|
|
81
|
+
window, cooldown, coyote time, jump buffer, tell, death beat, restart), with a unit: s, ms, frames at 60 fps, body heights, px,
|
|
82
|
+
tiles, per second; a range (`0.2–0.3 s`) or a bound (`under 2 s`).
|
|
83
|
+
|
|
84
|
+
## What it says, with the numbers behind it
|
|
85
|
+
|
|
86
|
+
- **The verb against the design.** Each row, design beside measured, within 15% or one frame, else
|
|
87
|
+
the gap in units and per cent. The number the player feels is the measured one: change the code
|
|
88
|
+
or the design so they agree. Celeste's `Player.cs` for scale: run 90 px/s reached at 1000 px/s²
|
|
89
|
+
(about 0.09 s), jump launch 105 px/s held up to 0.2 s, half gravity near the apex while jump is
|
|
90
|
+
held, coyote time 0.1 s, dash 240 px/s for 0.15 s, dash cooldown 0.2 s, a buffered jump kept 4 frames.
|
|
91
|
+
- **Tell and dodge.** A tell under 0.5 s is noted: research 18's own target is 0.5–0.8 s by shape
|
|
92
|
+
and sound, ours rather than a source's. For scale: Slay the Spire shows each enemy's next action
|
|
93
|
+
and its damage a whole turn ahead; Gungeon's dodge roll lasts about 0.7 s, invulnerable for its
|
|
94
|
+
first half and open for the rest. A game whose threats struck while no verb opened a safe window
|
|
95
|
+
gets a note, and the choice stays yours: a roll, a hop, a parry, or a line in the design saying
|
|
96
|
+
why stepping away is the whole answer. (Hades' dash invulnerability is unverified in research 18,
|
|
97
|
+
so it is not used as a reference.)
|
|
98
|
+
- **Death beat and restart.** A hit that cuts straight to the card (under 0.1 s), or a pause where
|
|
99
|
+
the hero looks the same as the second before, is noted; so is a restart over 2 s. Research 18's
|
|
100
|
+
targets, ours: a readable 0.3–0.6 s beat, then control back in under 2 s (Celeste respawns in
|
|
101
|
+
about a second, an estimate).
|
|
102
|
+
- **Looks by state.** An actor with one look across its states is noted. Dead Cells' rule is the
|
|
103
|
+
way in: the fewest key poses that read, frames added only around a key; Celeste stretches its
|
|
104
|
+
hero to 0.6 × 1.4 on a jump. The look key sees a picture or sheet frame change, a part shown or
|
|
105
|
+
hidden, a tint, a squash of 20% or more, a turn of 45° or more; it ignores a breath, a small lean
|
|
106
|
+
and a facing flip, so two states that differ only there share a look (said as detail, not noted).
|
|
107
|
+
|
|
108
|
+
## What it cannot say
|
|
109
|
+
|
|
110
|
+
A window the script has no sweep for reads "not measured": sweep it, or pin it in the rules tests
|
|
111
|
+
(the scaffold's `test/rules.test.ts` does both). Without `t` in the state, times are the page's
|
|
112
|
+
clock in this machine's browser: a long frame lengthens a tell by that frame, so compare runs made
|
|
113
|
+
the same way. Sweep presses are synthetic key events: a game that checks `isTrusted` ignores them. `funtools playtest` runs `feel`
|
|
114
|
+
when `test/feel.json` exists and puts each property's numbers in the facts every seat reads first.
|
|
115
|
+
|
|
116
|
+
## Feedback on key events
|
|
117
|
+
|
|
118
|
+
`feel` also reads the state's `juice` (the scaffold's `juiceLevel()`: shake, flash, squash, screen
|
|
119
|
+
flash, hitstop, particles) around every key event the trace shows: the score rising, a hit, a life
|
|
120
|
+
lost, a death (`dead` turning true) and a won or lost screen. An event with no rise within about
|
|
121
|
+
100 ms is a note (a late answer reads as lag), and a win, loss or death that answers no bigger than
|
|
122
|
+
a point is a note: each channel is sized against its own peak in the trace, so size means how many
|
|
123
|
+
channels answered and how hard. The numbers live in one place, `TUNE` in `src/juice.ts`, and each
|
|
124
|
+
row of the `FEEL` table in `src/feel.ts` says whether it is a small or big moment; a self-test fails a
|
|
125
|
+
big one that gets no more than every small one. A game whose state has no `juice` is not measured.
|
|
@@ -0,0 +1,134 @@
|
|
|
1
|
+
# Motion as data: gaits and strikes
|
|
2
|
+
|
|
3
|
+
A walk, a limp, a pounce and a heavy swing are numbers before they are code. Every starter ships
|
|
4
|
+
three engine-free files that hold them: `src/motion.ts` (gait presets and their dials),
|
|
5
|
+
`src/motion-sample.ts` (the stride driven by distance, the pose at a phase, a clip's rate) and
|
|
6
|
+
`src/strike.ts` (key poses and timed phases). Pick a preset, tune a few dials, and print the
|
|
7
|
+
warnings while you tune. While you build (the dev server, or `strict: true`) a dial past its range
|
|
8
|
+
is refused with the reason the edge exists, so a number you tuned never silently becomes another;
|
|
9
|
+
in a shipped game nothing throws: it is held at the edge and named.
|
|
10
|
+
|
|
11
|
+
Units are body heights (bh), so the same table serves a 64 px sprite and a 1.75 m person: a person
|
|
12
|
+
walking 1.4 m/s moves 0.8 bh/s.
|
|
13
|
+
|
|
14
|
+
## Gaits: pick a preset, tune the dials
|
|
15
|
+
|
|
16
|
+
| Preset | designSpeed (bh/s) | stride (bh) | stance | What reads |
|
|
17
|
+
|---|---|---|---|---|
|
|
18
|
+
| walk | 0.8 | 0.8 | 0.62 | two bobs a stride, arms opposite the legs |
|
|
19
|
+
| run | 2.3 | 1.6 | 0.38 | both feet off the ground, a lean into speed |
|
|
20
|
+
| sneak | 0.4 | 0.6 | 0.72 | hips low (crouch 0.25), arms close, small bob |
|
|
21
|
+
| carry | 0.6 | 0.65 | 0.66 | arms braced (swing 0.05), more side sway |
|
|
22
|
+
| limp | 0.5 | 0.6 | 0.64 | the bad leg plants shorter, the body dips on it |
|
|
23
|
+
| old | 0.5 | 0.55 | 0.68 | short steps, a forward stoop, low foot lift |
|
|
24
|
+
| child | 1.0 | 0.85 | 0.58 | quick, bouncy, big arm swing |
|
|
25
|
+
| quadruped | 1.2 | 1.0 | 0.6 | hind, fore, hind, fore (height = shoulder) |
|
|
26
|
+
| flyer | 3.0 | n/a | n/a | 6 beats a second, 30% of each cycle gliding |
|
|
27
|
+
|
|
28
|
+
The dials and their ranges (`GAIT_DIALS`): designSpeed 0.2–4, stride 0.3–2.2, stance 0.25–0.75
|
|
29
|
+
(above 0.5 walks, below runs), bob 0–0.06 of height, footLift 0–0.25, lean −0.2–0.35 rad,
|
|
30
|
+
armSwing 0–0.8 rad (past it the hands crest the shoulder and flail), hipYaw 0–0.3 rad (the chest
|
|
31
|
+
turns back 60% of it), sway 0–0.04, crouch 0–0.35, limp 0–0.6, flapHz 0–12, glide 0–0.8.
|
|
32
|
+
|
|
33
|
+
`checkGait` also names pairings that read wrong: a deep crouch above 1 bh/s (a scuttle), a run's
|
|
34
|
+
stance under a walk's pace (jogging on the spot), a step rate outside 1–4.5 a second (change the
|
|
35
|
+
stride, not the clock), a flyer with no beat (a stone gliding).
|
|
36
|
+
|
|
37
|
+
Give each person in a crowd one asymmetry (a limp of 0.1, a swagger of hip turn, a stoop) and
|
|
38
|
+
vary designSpeed ±15%: a crowd on one preset marches like a drill team.
|
|
39
|
+
|
|
40
|
+
## Keep the feet on the ground
|
|
41
|
+
|
|
42
|
+
A clip or a stride is tuned for one speed. Played at another, the feet slide. Two routes:
|
|
43
|
+
|
|
44
|
+
```ts
|
|
45
|
+
import { gait } from './motion';
|
|
46
|
+
import { advance, clipTimeScale, sampleGait } from './motion-sample';
|
|
47
|
+
|
|
48
|
+
const { gait: g, warnings } = gait('walk', { limp: 0.15, designSpeed: 0.75 });
|
|
49
|
+
if (import.meta.env.DEV) for (const w of warnings) console.warn('gait ' + w.dial + ': ' + w.why);
|
|
50
|
+
|
|
51
|
+
// A rigged clip (three.js AnimationMixer): the rate follows ground speed, held at 0.6–1.6.
|
|
52
|
+
const t = clipTimeScale(g, speedMps / heightM);
|
|
53
|
+
walkAction.timeScale = t.scale;
|
|
54
|
+
if (t.switchTo) crossFadeTo(t.switchTo); // a run clip, not a walk at 2×
|
|
55
|
+
|
|
56
|
+
// Parts in code (a cut-out rig or a primitive body): the phase moves by distance walked.
|
|
57
|
+
phase = advance(g, phase, movedThisFrameM / heightM, dt);
|
|
58
|
+
const p = sampleGait(g, phase);
|
|
59
|
+
hips.position.y = hipHeight + p.y * heightM;
|
|
60
|
+
hips.position.x = p.x * heightM;
|
|
61
|
+
hips.rotation.y = p.hipYaw; chest.rotation.y = p.chestYaw; body.rotation.x = p.lean;
|
|
62
|
+
armL.rotation.x = p.arms[0]; armR.rotation.x = p.arms[1];
|
|
63
|
+
p.legs.forEach((leg, i) => { feet[i].position.z = leg.x * heightM; feet[i].position.y = leg.lift * heightM; });
|
|
64
|
+
```
|
|
65
|
+
|
|
66
|
+
A planted foot moves backward at exactly the body's speed (it stays still on the ground), and a
|
|
67
|
+
swinging foot eases forward on a sine, never a triangle wave. Standing still plays idle, never a
|
|
68
|
+
walk at rate 0. A flyer's phase moves by time (`flapHz`), and `p.wing` runs −1 to 1; tilt the body
|
|
69
|
+
into each turn as well.
|
|
70
|
+
|
|
71
|
+
### A walk made of pictures
|
|
72
|
+
|
|
73
|
+
A sheet walk follows the same rule: the frame comes from the phase, and the phase from distance.
|
|
74
|
+
|
|
75
|
+
```ts
|
|
76
|
+
phase = (phase + movedThisFrameM / (0.8 * heightM)) % 1; // one cycle per ~0.8 body heights
|
|
77
|
+
body.material.map.offset.x = Math.floor(phase * FRAMES) / FRAMES;
|
|
78
|
+
body.position.y = Math.abs(Math.sin(phase * Math.PI * 2)) * 0.03 * heightM; // bob at twice the step rate
|
|
79
|
+
```
|
|
80
|
+
|
|
81
|
+
Use 8–12 frames for the hero (contact, down, passing, up per foot) and 6+ for a background
|
|
82
|
+
walker; fewer pops between poses. Hold the contact frame on a stop rather than snapping to idle
|
|
83
|
+
mid-stride. `walk` reports `HERO WALK POPS` (under 6 frames), `ON A TREADMILL` (walk frames while
|
|
84
|
+
standing) and `ON A TIMER` (frames that keep the clock's pace when the speed changes); contact and
|
|
85
|
+
bob are for your eye on the walk film.
|
|
86
|
+
|
|
87
|
+
Declare the preset in the actors contract (`gait: "walk"`, `height: 1.7`, HOOKS.md "Actors"), and
|
|
88
|
+
`npx @funpixel/tools life` adds a note when an actor's travel is far from its preset's designSpeed
|
|
89
|
+
(the feet moonwalk or scramble) and names the nearer preset, or when a declared gait slides.
|
|
90
|
+
|
|
91
|
+
## Strikes: five keys, four phases
|
|
92
|
+
|
|
93
|
+
`src/strike.ts` holds a strike as guard → wind-up → contact → follow-through → guard, with seconds
|
|
94
|
+
for each phase and an easing each: the wind-up eases out and settles into the pose, the strike
|
|
95
|
+
eases in and accelerates to contact, the follow-through carries past the target, the recovery
|
|
96
|
+
eases home. `bodyLead` starts the hips and chest that long before the arm.
|
|
97
|
+
|
|
98
|
+
| Preset | anticipation | strike | follow-through | recovery | lead |
|
|
99
|
+
|---|---|---|---|---|---|
|
|
100
|
+
| jab | 0.10 | 0.05 | 0.08 | 0.15 | 0.03 |
|
|
101
|
+
| heavy (overhead) | 0.40 | 0.09 | 0.25 | 0.45 | 0.08 |
|
|
102
|
+
| sweep | 0.22 | 0.08 | 0.20 | 0.30 | 0.06 |
|
|
103
|
+
| kick | 0.18 | 0.07 | 0.12 | 0.28 | 0.05 |
|
|
104
|
+
| lunge (a creature's bite) | 0.30 | 0.06 | 0.10 | 0.40 | 0.04 |
|
|
105
|
+
|
|
106
|
+
Ranges: anticipation 0.08–0.6 s, strike 0.03–0.15 s (slower reads as a push), follow-through
|
|
107
|
+
0.05–0.4 s, recovery 0.1–0.8 s (the window an opponent punishes), lead 0–0.12 s. `checkStrike`
|
|
108
|
+
names a wind-up under 1.5× the strike (weightless) and an arm over the shoulder on a move that is
|
|
109
|
+
not an overhead (out of control).
|
|
110
|
+
|
|
111
|
+
```ts
|
|
112
|
+
import { STRIKES, strikeAt } from './strike';
|
|
113
|
+
|
|
114
|
+
let t = 0; // set to 0 on the press
|
|
115
|
+
function update(dt: number) {
|
|
116
|
+
const before = t; t += dt;
|
|
117
|
+
const r = strikeAt(STRIKES.heavy, t, before);
|
|
118
|
+
if (r.contact) resolveHit(); // once, on the contact frame, never on the press
|
|
119
|
+
arm.rotation.x = -r.pose.raise * 1.6;
|
|
120
|
+
arm.position.z = r.pose.reach * 0.4;
|
|
121
|
+
chest.rotation.y = r.body.twist * 0.6; // the body leads the arm
|
|
122
|
+
hips.position.y = baseY - r.body.crouch * heightM;
|
|
123
|
+
}
|
|
124
|
+
```
|
|
125
|
+
|
|
126
|
+
`r.impactPhase` is where contact sits in the whole move (0–1); hitstop, the flash and the sound
|
|
127
|
+
belong on that frame ([contact.md](contact.md)). The enemy's tell is its anticipation: tune it
|
|
128
|
+
with `funtools feel`'s tell-to-strike reading, not by feel alone.
|
|
129
|
+
|
|
130
|
+
## These are starting points
|
|
131
|
+
|
|
132
|
+
The presets are reference numbers to tune, not finished motion. A game's own character (a weary
|
|
133
|
+
courier, a skittish crab) comes from moving two or three dials away from the preset on purpose and
|
|
134
|
+
saying why in the GDD's `## Actors` Motion column.
|
|
@@ -0,0 +1,35 @@
|
|
|
1
|
+
# Response, reward and restraint
|
|
2
|
+
|
|
3
|
+
Measure the core action before adding decoration. Record the input frame, acknowledgement frame,
|
|
4
|
+
contact frame and peak pose. At 60 Hz, 3–4 frames is roughly 50–67 ms; label a duration in
|
|
5
|
+
milliseconds if the game is not fixed at 60 Hz. An immediate pose and sound confirm a press even
|
|
6
|
+
when the attack needs a longer wind-up. Input buffering survives local hitstop.
|
|
7
|
+
|
|
8
|
+
When escalation serves the loop, make a payoff ladder in the design note, with distinct rewards where useful. A three-tier chain example:
|
|
9
|
+
|
|
10
|
+
| Tier | Trigger | Visible answer | Audio | Recovery |
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11
|
+
|---|---|---|---|---|
|
|
12
|
+
| Small | one target | directional kick, 3-frame peak, 6 fragments | dry pop | next input available |
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|
13
|
+
| Medium | three linked targets | ripples staggered 70 ms, one combined score | rising three-note phrase | readable gaps between ripples |
|
|
14
|
+
| Peak | a rare six-target chain | 4-frame hero pose, expanding ring, score parked above play | short sting, music ducks | threats stay visible |
|
|
15
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+
|
|
16
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+
These are starting values to test, not universal settings. Choose distinct poses or compositions,
|
|
17
|
+
not just the same scale tween with a larger number. Keep hit effects attached to the target and
|
|
18
|
+
show the direction of force. A death has a collapse or exit; the player can follow where it went.
|
|
19
|
+
If a pickup flies to the HUD, its arrival updates or pulses the correct counter once.
|
|
20
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+
|
|
21
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+
Schedule quiet beats between rewards. Music can add a layer at a higher stage and resolve on its
|
|
22
|
+
clear; a repeated attack should not restart the track or replay a sting every frame. Give every
|
|
23
|
+
sim event its declared answer, including failure, recovery and menu actions. At the peak, check
|
|
24
|
+
hero/threat silhouettes, score overlap and phone frame cost before adding another particle.
|
|
25
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+
|
|
26
|
+
Prove timing in a short capture sequence with the input and event times alongside it. Stills can
|
|
27
|
+
prove composition; they cannot prove latency, rhythm, music or a satisfying loop. Use the blind
|
|
28
|
+
player's real-input report for control and comprehension, audio observations for sound, and
|
|
29
|
+
clips for motion review when the reviewer can actually watch them. Mark unavailable evidence
|
|
30
|
+
`not observed`. Compare the reduced-motion version too: it keeps readable poses, outlines and
|
|
31
|
+
sound while suppressing camera movement and full-screen flashes.
|
|
32
|
+
|
|
33
|
+
A frustrating death is a design finding: record the last safe decision, the warning and the
|
|
34
|
+
available escape. Repeated unavoidable first-wave deaths mean change the opening pressure,
|
|
35
|
+
controls or recovery rule. They are not fixed by a louder explosion.
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