@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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# Three.js contracts
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Each of these builds cleanly and breaks the game or the checks when missed. Generated models have
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`window.__THREEJS_RENDERER__ = renderer` (what `profile` reads), `window.camera = camera`. Verify projects the player through that
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pose.
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cap `renderer.setPixelRatio(Math.min(devicePixelRatio, 1.5))`, because a pixel ratio of 3 fills
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- Decoders are required and same-origin: `DRACOLoader` with `setDecoderPath('/draco/')`,
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`KTX2Loader` with `setTranscoderPath('/basis/')` and `detectSupport(renderer)` before any load,
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and `setMeshoptDecoder(MeshoptDecoder)`. Vendor the decoder files into `public/`; without them
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every model load fails and a fallback cube appears. A missing-module error on one of them means
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fix the path, never delete the import.
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without one) and tone mapping; with an environment map, cut analytic lights to at most three.
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mesh: the pose inflates it and every clip jitters the hitbox.
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split huge fields into chunks.
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soften with `light.shadow.radius`.
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## The 3D world starter
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control, a held jump higher than a tap, coyote and buffer 0.1 s, a dash), platforms and pillars
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from a seed, a sharp bot; Node tests and `test/probes.ts` play them with no frame.
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slow orbit over the play world, play's follow, a beat's `reveal`), each a lens, a height and a
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distance, blended with `shoot(name, seconds)`; the rig follows with look-ahead on velocity, a ray
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to the eye that pulls in fast and eases out slowly, and a steady yaw so the stick means the same
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thing all round; upright phones pull back. `__FPX_CAMERA__` reports the shot and its numbers, so
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`funtools score --target` prints moves such as `SHOTS.play.height 4.4 → 6.1`.
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scatter past the edge, drifting motes. Colours are the CSS tokens, so the UI and the world change
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together.
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placeholders are designed shapes in the palette and stay listed in `state.art.placeholders`
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until their model lands. `assets/assets.json` lists them to generate, reference sheets first.
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thumb's arc, inside the safe areas; keys and a gamepad reach the same verbs.
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---
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name: funpixel-gdd
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description: Use when starting a game from an idea or in an empty folder (start here, with flow start), planning the whole game, writing or growing its design document (GDD, a design doc; a long game in chapters), or when a request changes the genre, core verb or win condition or asks for a complete game. Covers invention, genre cards, the first look and playable, the release bar and the hand-back.
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learns what it is: a Part 1 that says what the game is and why, a Part 2 whose targets and named
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tests come before code. It is the contract: the owner decides what it holds; inside it, the how is
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yours to invent, and the creator's vision wins over any row here. While the GDD is being written, no gate applies: the template and the lint are a checklist
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to consult at the end, not the order to write in.
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One document, `design/GDD.md` (an older `design/README.md` reads the same). The hooks read its `## AD rules`, `## Actors`, `## Juice` and `## Fix round`.
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## Starting from an idea
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`npx @funpixel/tools flow start` names the next step; the path our complete games took is [references/start.md](references/start.md) and
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[references/the-path.md](references/the-path.md). In short: brief back; the first look (key art,
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the hero's sheet); a first playable from it, which the owner plays; the design around it, locked; then the slice through real input (skill
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`funpixel-verify`); then rounds against the plan's target frames until the owner says yes. A genre
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recipe (`references/genre-<card|platformer|puzzle|racing|rpg|shooter|simulation|strategy|survival>.md`)
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is a starting point; the creator's choices win. The release
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bar our best games shared is [references/floors.md](references/floors.md); the hand-back says what
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plays now with its literal controls, what is not in yet, and the next steps, with every
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stand-in named. An existing game's change goes to skill `funpixel-game-spine`; a missing `verify.json`
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is an evidence gap, not a rebuild.
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## Invent first, then fill the template
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A plan filled template-first lost 3 of 3 blind seats to one that spent its time on design (one
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game, 1 Oct 2026). The order that won, in [references/invent-first.md](references/invent-first.md):
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34
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1. **Six forcing questions**, in `## The invention`: what the core object means, why the verb
|
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+
exists in this world, who wants what by name, what the twist costs in feeling and in play, the
|
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+
one system that lives and reacts to the player, what only this game has. A generic answer means
|
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+
the idea is not there yet.
|
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+
2. **A hit per axis** (mechanic, feel, touch controls, layout, surface satisfaction, readability,
|
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|
+
market), each with take, avoid and a source link, in `## Hits, per axis`.
|
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+
3. **The studio pitch**: cards for genre and fidelity, depth, the core that burns, the story
|
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+
standard, extras with their cost; pick each with why; the owner approves them at the lock
|
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+
(`pitch ask` makes each theirs).
|
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4. **Worth building at this length?** Your numbers' minutes against the owner's target, beside the
|
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+
first playable; recommend dropping a weak idea ([references/worth.md](references/worth.md)).
|
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+
5. **Named behaviour tests** in Part 2, before code.
|
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+
6. **Our lessons as defaults**: modelled places, a GPU tier, every attack tells, teach once at the
|
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+
element, a camera that never fights the player, controls off the play.
|
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+
|
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Places that differ, fun with depth, phone controls: [references/level-and-fun.md](references/level-and-fun.md).
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+
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## Tools
|
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+
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- `npx @funpixel/tools init <folder> --idea "<one line>"` picks engine, recipe and orientation,
|
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seeds `design/GDD.md` and commits the game to git (never a temp folder);
|
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+
`create_game` is for an agent with no local files.
|
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+
- `npx @funpixel/tools gdd`: the invention answered or generic, hits per axis, named tests, the
|
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locked core, then missing sections; no score, since completeness is not quality.
|
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- `npx @funpixel/tools pitch`: the studio pitch's cards, picks and lock; `variety --within`: the
|
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place pictures against each other.
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- `gdd page`: the living plan page (`design/GDD.html`), agreed a section at a time; `greenlight page`: the lock's. The studio's best pages and pages of its own: references/pages.md.
|
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- First look: `generate_image`, `generate_sound`, `generate_music` with the game's id; `loudness` measures the
|
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+
cues against their targets. Sign-in: `funtools whoami`, `funtools login`.
|
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+
|
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64
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+
## What a great GDD holds
|
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65
|
+
|
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66
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+
Copy [references/gdd-template.md](references/gdd-template.md) to `design/GDD.md`. What makes each
|
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+
section strong is in [references/sections.md](references/sections.md).
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+
|
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+
1. **The invention, the hits and the studio pitch** (above); **the promise**: one line, the thesis
|
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+
in one frame or number, the 6-second ad; **pillars and decisions** against their alternatives.
|
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+
2. **The core loop and its numbers**: the three to five numbers that are the whole game, each with
|
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72
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+
why exactly that value, and the rule that stops the boring optimum.
|
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73
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+
3. **The first minute and the hook**: first input by 0:05, a moment ladder, 2 to 4 wow moments.
|
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|
+
4. **Content**: kinds that each bend the core rule and read by silhouette, stages that each add one
|
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+
thing, a climax; a counted content list and an art budget
|
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+
([references/plan-at-size.md](references/plan-at-size.md)).
|
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|
+
5. **Places and the living world**: each place its own shape, material, era and light, its rule
|
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|
+
and a picture; one living system with a job in play; a rival whose want is half right ([references/world-and-identity.md](references/world-and-identity.md)).
|
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+
6. **Experience**, what stills miss ([references/experience.md](references/experience.md)).
|
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80
|
+
7. **Look, actors, audio, HUD and screens, juice, controls**: colour as assignment, AD rules
|
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|
+
checkable in one frame, target frames; a phone mockup with every element numbered.
|
|
82
|
+
8. **Scope, money model, build plan, risks**, and lessons that apply.
|
|
83
|
+
9. **Part 2**: targets and named behaviour tests now; rewritten from the code once it runs, and from
|
|
84
|
+
then on it wins ([references/as-built.md](references/as-built.md)).
|
|
85
|
+
|
|
86
|
+
Mid and deep games add `design/spec/`, data the game loads ([references/spec-folder.md](references/spec-folder.md)).
|
|
87
|
+
|
|
88
|
+
## Design measures: advice
|
|
89
|
+
|
|
90
|
+
`gdd` ends with six numbers and why: elements per hour (good games: 1.4–3), the spine, sources
|
|
91
|
+
(`gdd --sources`), peers, length totals, Steam's refund window. Advice: you read and decide, the owner
|
|
92
|
+
decides; a field the GDD lacks is not given ([references/design-measures.md](references/design-measures.md)).
|
|
93
|
+
|
|
94
|
+
## Versions and the track
|
|
95
|
+
|
|
96
|
+
v0.1 before code, v0.2 after the first look, one per stage or per request bending a pillar. The stages and what each leaves behind: [references/track.md](references/track.md).
|
|
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|
+
|
|
98
|
+
## The first look
|
|
99
|
+
|
|
100
|
+
The key art and the hero's sheet first (the first playable is built from them); then, while
|
|
101
|
+
planning, the whole game: `npx @funpixel/tools firstlook` names its set. Say each paid job's cost. Each piece: [references/first-look.md](references/first-look.md).
|
|
102
|
+
|
|
103
|
+
**Image tools down?** Tell the owner, keep writing, stand in with marked code-drawn vignettes, and put
|
|
104
|
+
"pictures owed" in `## Open questions`; never fake a picture.
|
|
105
|
+
|
|
106
|
+
## Worked example
|
|
107
|
+
|
|
108
|
+
Brief: "paper boats race down a rainy gutter". The boat is a child's message home, so a sunk boat
|
|
109
|
+
loses a line of it; the living system is the rain, a clock that floods the shortcuts.
|
|
110
|
+
|
|
111
|
+
## Common mistakes
|
|
112
|
+
|
|
113
|
+
- Filling the template before inventing: complete, clear, forgettable.
|
|
114
|
+
- One genre hit as the whole research; places that differ only in name.
|
|
115
|
+
- Rules as prose instead of test names; a generated frame taken for the game.
|
|
116
|
+
- Calling unfinished stand-ins a deliberate style, or leaving the GDD at its first draft.
|
|
@@ -0,0 +1,40 @@
|
|
|
1
|
+
# Part 2: the game as built
|
|
2
|
+
|
|
3
|
+
Part 1 is the plan and its reasons. Part 2, once the game runs, is the game: written from the code,
|
|
4
|
+
not from memory of the plan. From then on, where the two disagree Part 2 wins, and Part 1 is
|
|
5
|
+
corrected or points to the Part 2 section that replaced it. The test of a good Part 2: someone new
|
|
6
|
+
to the game could rebuild it in another engine from Part 2 and the tests alone. The
|
|
7
|
+
team's robot game passed that test: its Unity port matched the web build exactly.
|
|
8
|
+
|
|
9
|
+
## What it holds
|
|
10
|
+
|
|
11
|
+
| Part | From the code |
|
|
12
|
+
|---|---|
|
|
13
|
+
| World, step, units | the unit, the fixed step and its cap, the random generator and how it is seeded, the order of one step, the rule that the simulation imports nothing from the renderer |
|
|
14
|
+
| Each actor | every constant with its unit (speed, radius, health, cooldown), its state machine, its tell, strike and recover times, what it emits |
|
|
15
|
+
| Levels as data | the data shape, one real level in it, and the level laws each checked by a test (every room reaches the exit; finishable with no upgrades; resources at least 1.3 times what a median bot uses) |
|
|
16
|
+
| Events and saves | every event the simulation sends the view; the save's fields and version; what a suspend or resume keeps |
|
|
17
|
+
| Performance | frame, draw-call, light, memory and download budgets per device, and how the game degrades before the device does |
|
|
18
|
+
| The behaviour contract | tests named after the rules they pin, a determinism test (same seed, same inputs, same events), bots over several seeds |
|
|
19
|
+
|
|
20
|
+
## How to write it
|
|
21
|
+
|
|
22
|
+
- Read the constants file, the step function and the tests, not the design. Copy numbers with
|
|
23
|
+
their unit and the file they live in.
|
|
24
|
+
- Rewrite rather than patch: a Part 2 that starts as the plan's targets and is edited toward the
|
|
25
|
+
code keeps plan numbers nobody checked.
|
|
26
|
+
- Keep a drift list: each number where the code and Part 1 differed, which one won, and why. A
|
|
27
|
+
deliberate change is a decision; an accidental one is a bug to decide on.
|
|
28
|
+
- Name what is not built yet as not built. A planned feature stays in Part 1 until a test or a
|
|
29
|
+
recorded playthrough shows it running.
|
|
30
|
+
- Write each value beside where it lives (`src/tuning.ts · FUSE_S = 3.0`), a shape a short script
|
|
31
|
+
can compare to the code on every build (one game checked 213 numbers that way). Where a value
|
|
32
|
+
moved from its target, "the reason was not recorded" is better than a guessed one.
|
|
33
|
+
- Keep a list of the defects writing the spec found; writing one game's found five.
|
|
34
|
+
- Say what nothing has observed yet (unheard, never played on a phone, fun unproven) and leave the
|
|
35
|
+
person's own play as a question for them until it happens.
|
|
36
|
+
|
|
37
|
+
The owner's platformer shows the moment it pays: after the first world was playable, the design was
|
|
38
|
+
rewritten from the code as a port spec, and the bots that walk every level found design bugs (a
|
|
39
|
+
ledge 0.2 units too high, a boss attack you could stand beside and never be hit by) before any
|
|
40
|
+
person played.
|
|
@@ -0,0 +1,24 @@
|
|
|
1
|
+
# The design measures
|
|
2
|
+
|
|
3
|
+
`npx @funpixel/tools gdd` ends with six numbers read off the GDD, each with why and the peers' figures. They come
|
|
4
|
+
from one game's field report (10 Oct 2026), and its owner's rule holds them: "Advise, never gate." Each is advice.
|
|
5
|
+
Read them, decide what to do, and leave the call on the game's size and scope to the owner. A dense, systemic game
|
|
6
|
+
can be the choice; the lint then says "dense: is each element learned (used again after its teach)?", never "too
|
|
7
|
+
many".
|
|
8
|
+
|
|
9
|
+
A field the GDD does not have is **not given**: no verdict, never a failure. Every field below is optional. Only
|
|
10
|
+
`npx @funpixel/tools gdd --strict` makes a warn fail (exit 1), for a CI that asks for it; nothing in the kit passes
|
|
11
|
+
it.
|
|
12
|
+
|
|
13
|
+
| Measure | What it reads | The line |
|
|
14
|
+
|---|---|---|
|
|
15
|
+
| Elements per hour | `design/spec/elements.json` (`[{id, kind, name, debut_place, debut_beat_t, uses}]`), else `## Elements`, else the tables under `## Content` (`### Roster` and its kin, the player's row left out) | new mechanics, enemies, tools and systems ÷ first-playthrough hours; good games sit at about 1.4–3 (Prey 1.4, Scorn 2.2, Superhot 2–3); warns above about 4; any element used fewer than twice after its teach is "check by hand" |
|
|
16
|
+
| The spine | `## The spine`: a `Spine:` sentence, clauses split by `;`, and a table of system, the clause it serves (quoted or by number), genre beat | a system that serves no clause warns: one game cut the systems that mapped to none |
|
|
17
|
+
| Sources | every table with a Source column (the identity lock's and the asset script's are pictures, not claims), footnotes `[^n]` with their `[^n]: …` line, `[source?]` markers | a marked claim with no source line warns; "approx, from memory" is kept and listed as secondhand; `gdd --sources` lists them all |
|
|
18
|
+
| Peers | `## Worth against the genre` or `## Peers` | each peer's length and elements per hour: the report's figures where it has them, the GDD's own figure when its row carries a link, else unknown, never guessed |
|
|
19
|
+
| Length totals | the parts' minutes: `design/spec/places/*.json` `target_minutes.first_time`, else a Length column in `## Chapters`, `## Places` or `### Stages` | summed against `Play length:` (or `**Length:**`), the difference shown; warns past 10% (or 2 minutes); the owner's `target_minutes` is shown, never judged |
|
|
20
|
+
| Steam two-hour check | `**Hook at:**`, else a part marked `(hook)` (the hook lands as it begins), else the first timed row of `## The hook`; Steam named in `**Platforms:**` or `store/answers.json` | Steam refunds anything played under 2 h: warns when the GDD's own timeline puts the hook later; a first playthrough under 2 h is told to frame the first ending as one of several |
|
|
21
|
+
|
|
22
|
+
Elements per hour uses the parts' summed minutes when every part has them (the report's method), else the stated
|
|
23
|
+
length. The peers are games of hours, so a game under an hour reads dense by this rate; say so in the GDD when it is
|
|
24
|
+
the choice.
|
|
@@ -0,0 +1,88 @@
|
|
|
1
|
+
# The design note
|
|
2
|
+
|
|
3
|
+
The design note is the game's design document: `design/GDD.md`, from the template in skill
|
|
4
|
+
`funpixel-gdd` (`references/gdd-template.md`), with `/design/` listed in `.harnessignore`. An older
|
|
5
|
+
game's `design/README.md` is read the same way, with `design/gameplay.md` for tables that outgrew
|
|
6
|
+
it; there is one document, never a note and a GDD beside it. A small game fills only the sections
|
|
7
|
+
it needs. It is what the next session and the person read first, so it states decisions, not
|
|
8
|
+
intentions. Update it when a decision changes; a stale note is worse than none.
|
|
9
|
+
|
|
10
|
+
The hooks and funtools read these parts by name: `**Pitch:**` and `**The 6-second ad:**`, `## Look`,
|
|
11
|
+
`## AD rules` (five numbered rules), `## Juice` (a table with a visual and a sound column), `## Actors`
|
|
12
|
+
(a table with a Motion column), `## Criteria` and, only while a round is unfinished, `## Fix round`.
|
|
13
|
+
`funtools gdd` mirrors every section of the template; `check_plan` grades the older short fields.
|
|
14
|
+
|
|
15
|
+
What each line is for:
|
|
16
|
+
- **The 6-second ad** keeps the pitch concrete: if nothing in the first seconds would make a
|
|
17
|
+
stranger tap, the concept needs a sharper hook before it needs code.
|
|
18
|
+
- **Core loop** in one sentence tests the concept: a second "and also" means two games.
|
|
19
|
+
- **Depth** is where a finished level still loses to the genre hit: critics picked the hit for a
|
|
20
|
+
longer, denser run and a reason to replay. Fill the `Depth:` line under the core loop from bot
|
|
21
|
+
runs; the options and genre numbers are in the game-logic skill's depth reference.
|
|
22
|
+
- **The first minute** puts the signature on screen early: one game's first cut showed it at
|
|
23
|
+
3:45, and the fix moved it under 30 s.
|
|
24
|
+
- **Juice** maps actual events to visible responses and explicit audio choices, including silence.
|
|
25
|
+
Remove inapplicable example rows: a loss or reward tier invented to fill the template is a
|
|
26
|
+
promise the game then has to keep.
|
|
27
|
+
- **The player's journey** keeps the design about play: every later table serves that walk from a
|
|
28
|
+
visible start to the first payoff, through controls a stranger can find.
|
|
29
|
+
- **Actors** describes the role, how it moves and its state feedback. Motion is `moves` (seen
|
|
30
|
+
moving), `animates` (its picture or pose changes) or `still` (it may rest: a board piece, a
|
|
31
|
+
sign). `scene --motion` samples about a second and judges each actor against that column; an
|
|
32
|
+
actor it cannot find is reported as not observed, and a still piece and a missing attack
|
|
33
|
+
response differ.
|
|
34
|
+
- **Fix round** exists only while a round is unfinished: each open panel or player finding by
|
|
35
|
+
name with its next step. The Stop hook reads it to report an honest unfinished hand-back;
|
|
36
|
+
delete it when the round is done.
|
|
37
|
+
- **Genre card and adaptation** (the GDD's header) record choices for continuity. Recipes do not
|
|
38
|
+
restrict the creator; derive the controls and checks from the intended game when no recipe fits.
|
|
39
|
+
- **AD rules** are the art's pass/fail lines. Every prompt is built to satisfy them and every
|
|
40
|
+
capture is judged against them, so each must be checkable in one frame: a colour count, a line
|
|
41
|
+
weight, a size at which a thing still reads. "Moody" or "polished" is not a rule. Change one only
|
|
42
|
+
on purpose, and write the change here first.
|
|
43
|
+
- **Criteria** say what a player must be able to see, each checkable from the running game with no
|
|
44
|
+
code open: a mechanic, how the run ramps, the feedback on a hit, what tells actors apart, how a
|
|
45
|
+
newcomer learns the goal. Agents fail most at feedback and presentation (research 15), so two
|
|
46
|
+
or more of those earn their place. `funpixel.json` takes strings or `{ "id", "kind", "text" }`; `funtools doctor` warns when a
|
|
47
|
+
made game has none.
|
|
48
|
+
- **Open questions** hold everything you had to guess. Ask them in the hand-back, after the person
|
|
49
|
+
has played, not before you start.
|
|
50
|
+
|
|
51
|
+
## Variety moves
|
|
52
|
+
|
|
53
|
+
Left alone, an agent answers a brief with the average game for it: on one machine, two fresh games
|
|
54
|
+
became a lantern on a night pond, and six shipped the same title card (centred panel, big word, pill
|
|
55
|
+
Play, three round icons) in different colours. When a choice is still open, these are options, not
|
|
56
|
+
steps; whatever the person fixed in their own words (a palette, a genre, a verb, a title) stays.
|
|
57
|
+
One move per game is plenty.
|
|
58
|
+
|
|
59
|
+
- **Write the obvious game down first,** and the version that only dodges it (darker, cosier,
|
|
60
|
+
colours inverted). Then pick something that is neither, or keep the obvious one on purpose.
|
|
61
|
+
- **Flip one rule the brief never stated:** the player moves, time runs forward, the screen is lit,
|
|
62
|
+
the hero is small. Reverse one and see what the game becomes.
|
|
63
|
+
- **Take a spine from another genre:** a racing line through a puzzle, a merge inside a platformer,
|
|
64
|
+
a rhythm to a builder.
|
|
65
|
+
- **Find the verb outside games** (pour, fold, stitch, sweep, blow, herd) before the stock ones
|
|
66
|
+
(tap, jump, shoot); it often brings its own feel and sound.
|
|
67
|
+
- **Change the stage, not the subject:** the hour, the material, the scale, the camera.
|
|
68
|
+
- **Let the title screen be the game:** the world or the hero under the name, not a card over a
|
|
69
|
+
blur.
|
|
70
|
+
|
|
71
|
+
`npx @funpixel/tools variety` measures the result against the other games on this machine
|
|
72
|
+
(palette distance, core verb and genre, title-screen layout, motif nouns, title words) and names
|
|
73
|
+
what is close; each signal is "not observed" when a side declares nothing. Record a move you made
|
|
74
|
+
with `npx @funpixel/tools decide`, so the next session keeps it. Naming the reflex and flipping one
|
|
75
|
+
rule are ideas from scenario-labs/skills (MIT; THIRD_PARTY_NOTICES.md).
|
|
76
|
+
|
|
77
|
+
## As-built truth and the runbook
|
|
78
|
+
|
|
79
|
+
Read [gameplay-contract.md](gameplay-contract.md) when filling the gameplay tables. Values come
|
|
80
|
+
from the simulation constants, not a second independently maintained set of numbers; once the game
|
|
81
|
+
runs, the GDD's Part 2 is written from them (skill `funpixel-gdd`). Label a planned feature
|
|
82
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+
`planned` until a test or a recorded playthrough shows it running. `check_plan` checks the older
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note fields; a pass does not validate these tables.
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84
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85
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Keep `design/runbook.md` as a small table: step, status (`planned`, `active`, `proved`, `blocked`),
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source revision/fingerprint, test or capture path, finding, next action. At session end record the
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literal resume command, outstanding jobs/assets and spend actually recorded. A generated target
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or agent verdict is not the person's approval; link their actual decision or say `not reviewed`.
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@@ -0,0 +1,92 @@
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# Experience: what the design decides before any picture
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A still frame shows the look, the HUD and a readable moment. It cannot show whether skill grows,
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whether new things keep arriving, why anyone comes back tomorrow, who wants what, which places a
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player would describe to a friend, where a session breathes, or what the one idea is. Our games
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reached their genre hits on stills and still lost the head to head on "a dense, escalating score
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attack", "puzzles that take minutes" and "ten minutes that keep escalating". Those are design
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decisions, and cheaper to make in the GDD than to discover in a playtest.
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Seven questions follow, each with why it matters (a fact about a hit), the evidence that will
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measure it once the game runs, and a slice-sized answer. Answer the ones this game needs, in its
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own words, in the GDD's `## Experience` block; a toy may answer two, a three-hour game all seven.
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None is a requirement: a calm game may have no arc of danger, a pure systems game no story, and
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saying so on purpose is an answer. `funtools gdd` reports which you answered, outside its 0–10.
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## Depth and mastery
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*What does a skilled player do that a new one cannot, and how far apart are they after ten runs?*
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Pac-Man Championship Edition's director changed only the mazes and the speed, and in DX a reviewer
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saw ghost trains of more than 30 behind an expert. Celeste's golden strawberries ask for a whole chapter without a
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death. Measured by `funtools sim` (skilled, naive and novice bots on the rules: progress, wins,
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run length) and `funtools feel` (the verb's windows). Slice-sized: one risk that pays (a bigger
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chain from a closer shave), and a skilled bot that goes clearly further than a naive one.
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## Content and progression
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*How many distinct things are there, and when does each arrive?* Celeste debuts one to three
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mechanics a chapter and remixes them all in the last; Monument Valley builds each level on a
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different central mechanic; Hollow Knight has 164 journal entries and 47 bosses. Measured by
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`funtools depth` (the design's content tables against what real play reached, places and firsts
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a minute, the longest stretch with nothing new). Slice-sized: three stages that each add one idea
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introduced alone, and a debut column in the content table. A one-level slice cannot score high
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here, and should not pretend to.
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## Replay
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*Why would a player come back tomorrow, and what would they do first?* Vampire Survivors carries
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27 permanent upgrades between 30-minute runs; Balatro has 15 decks and 8 stakes to clear with each;
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Suika Game has daily, monthly and all-time leaderboards and nothing to unlock. Measured by the
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blind player's long session (`funtools play --long 10`), which ends with exactly that question.
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Slice-sized: a best to beat that is visible on the title, a seed or a mode that changes the next
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run, one unlock the first win earns.
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## Story and storytelling
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*Who wants what, what turns, what pays off, and how much of it does play tell?* Hades returns
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Zagreus to the House on every death and the story moves on there; Celeste's reconciliation with
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Badeline is also the double dash; Monument Valley 2 tells a mother parting from her child and their
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reunion through its levels, with no voiced line. Measured by the experience seats from the text a player can read
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(`depth`'s `text.md`), the beat strip of real play and the GDD. Slice-sized: a want on the title or
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the first screen, a turn the level's mechanic carries, a payoff on the end card; no cutscene needed.
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## World building
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*Which places would a player remember, and what rule does each have of its own?* Hollow Knight's
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City of Tears rains without end and Kingdom's Edge falls with ash, each with its own creatures;
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Celeste's chapters are one mountain climbed, each with mechanics of its own. Measured by the
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places real play reached (a `place` field in `__FPX_STATE__` lets `depth` count them) and the
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frames. Slice-sized: one place with a landmark and a rule of its own, and a second place glimpsed
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(a door, a view, the next chapter's colour on the end card).
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## Emotional arc and pacing
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*Where does tension rise, where does it rest, and what is the peak?* Vampire Survivors' clock is
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its arc: Arcana chests at 11:00 and 21:00, the Reaper at 30:00; Hades' drums enter with combat and
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stop at its end; Celeste's sixth chapter stops for a quiet campfire scene. Measured by `depth`'s pacing
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timeline (a `tension` field from 0 to 1 in the state draws the arc; without one it is not measured)
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and `sim` timelines for music that follows play. Slice-sized: ramps with a rest between them, one
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peak, and a quiet moment after it.
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+
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## Originality
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+
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*What is the one idea the genre hit does not have?* Balatro turned poker hands into a roguelike of
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74
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multiplying jokers; Vampire Survivors made movement the only input; Suika Game is derived from an
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75
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+
earlier Chinese merge game and, by our reading, won on polish, price and streams. A familiar genre done
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exceptionally well is a valid answer; say which you chose. Measured by the experience seats and
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77
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+
the head to head against the genre hit. Slice-sized: name the signature in the promise and make it
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+
the first minute's payoff.
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+
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## Target frames tied to moments
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+
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+
The critic panel never sees the plan, so it cannot see a missing seam, a walker drawn at arm's
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83
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+
length or a stencil drifted off its colour; the fidelity seat in `funtools playtest` can, if each
|
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84
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+
target frame names its moment and its intent. The template's target-frames table carries both, and
|
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85
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+
a game frame to set beside it: a declared view (`view firstWalker`) or a journey mark
|
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86
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+
(`journey chapter1 walker`).
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87
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+
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88
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+
Shoot the moment the plan means, not a fixed timestamp: the walker at the six metres the target
|
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89
|
+
drew, the splice as it completes, the chain at its longest. A view whose `enter()` replays a
|
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90
|
+
recorded run to that beat, or a journey mark placed at it, lands there every time; a clock time
|
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91
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+
drifts the first time the level changes. Where the plan's words and its own picture disagree (the
|
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92
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+
plan names a miss of its target), the plan wins, and the fidelity seat is told so.
|