@funpixel/tools 0.0.0-stage → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (2414) hide show
  1. package/LICENSE +115 -0
  2. package/NOTICE +28 -0
  3. package/README.md +110 -2
  4. package/bench/LICENSE +674 -0
  5. package/bench/README.md +10 -0
  6. package/bench/entrypoint.py +94 -0
  7. package/bench/handlers/__init__.py +53 -0
  8. package/bench/handlers/apply_skin.py +192 -0
  9. package/bench/handlers/apply_texture.py +195 -0
  10. package/bench/handlers/audit_clips.py +351 -0
  11. package/bench/handlers/author_clips.py +297 -0
  12. package/bench/handlers/author_motion.py +298 -0
  13. package/bench/handlers/bake_emissive.py +136 -0
  14. package/bench/handlers/build_level.py +395 -0
  15. package/bench/handlers/decimate.py +220 -0
  16. package/bench/handlers/fit_rig.py +273 -0
  17. package/bench/handlers/fracture.py +233 -0
  18. package/bench/handlers/humanoid.py +119 -0
  19. package/bench/handlers/inspect.py +212 -0
  20. package/bench/handlers/level_check.py +68 -0
  21. package/bench/handlers/level_geo.py +150 -0
  22. package/bench/handlers/level_proof.py +117 -0
  23. package/bench/handlers/level_props.py +135 -0
  24. package/bench/handlers/lod.py +83 -0
  25. package/bench/handlers/merge_clips.py +122 -0
  26. package/bench/handlers/mirror_limb.py +336 -0
  27. package/bench/handlers/motion_specs.json +11 -0
  28. package/bench/handlers/normalize_materials.py +182 -0
  29. package/bench/handlers/normalize_transform.py +174 -0
  30. package/bench/handlers/prune_clips.py +141 -0
  31. package/bench/handlers/raster.py +98 -0
  32. package/bench/handlers/render.py +239 -0
  33. package/bench/handlers/render_views.py +101 -0
  34. package/bench/handlers/retarget_clips.py +185 -0
  35. package/bench/handlers/scene.py +311 -0
  36. package/bench/handlers/sheet.py +118 -0
  37. package/bench/handlers/texels.py +176 -0
  38. package/bench/handlers/views.py +232 -0
  39. package/dist/api/generated/openapi.js +1 -0
  40. package/dist/api/http.js +71 -0
  41. package/dist/api/jobs.js +94 -0
  42. package/dist/assets/bakeoff.js +61 -0
  43. package/dist/assets/counts.js +60 -0
  44. package/dist/assets/gen.js +230 -0
  45. package/dist/assets/lock.js +77 -0
  46. package/dist/assets/manifest.js +236 -0
  47. package/dist/assets/palette-fit.js +99 -0
  48. package/dist/assets/pixelart.js +192 -0
  49. package/dist/assets/pixels.js +131 -0
  50. package/dist/assets/plan.js +169 -0
  51. package/dist/assets/process.js +209 -0
  52. package/dist/assets/script.js +194 -0
  53. package/dist/assets/steps.js +294 -0
  54. package/dist/bin.js +8 -0
  55. package/dist/board/board.js +99 -0
  56. package/dist/cast/library.js +102 -0
  57. package/dist/cast/measure.js +222 -0
  58. package/dist/cli.js +2917 -0
  59. package/dist/clip/clip.js +83 -0
  60. package/dist/commands/account.js +158 -0
  61. package/dist/commands/assets-pixels.js +106 -0
  62. package/dist/commands/assets.js +473 -0
  63. package/dist/commands/beats.js +77 -0
  64. package/dist/commands/board.js +162 -0
  65. package/dist/commands/boxes.js +89 -0
  66. package/dist/commands/capture-all.js +92 -0
  67. package/dist/commands/cast.js +84 -0
  68. package/dist/commands/character.js +58 -0
  69. package/dist/commands/check.js +404 -0
  70. package/dist/commands/clip.js +112 -0
  71. package/dist/commands/compare-takes.js +204 -0
  72. package/dist/commands/compare-target.js +149 -0
  73. package/dist/commands/compare.js +117 -0
  74. package/dist/commands/compose-variations.js +202 -0
  75. package/dist/commands/compose.js +163 -0
  76. package/dist/commands/cut.js +13 -0
  77. package/dist/commands/decide.js +90 -0
  78. package/dist/commands/depth.js +171 -0
  79. package/dist/commands/dev.js +138 -0
  80. package/dist/commands/directions.js +106 -0
  81. package/dist/commands/doctor.js +281 -0
  82. package/dist/commands/export.js +88 -0
  83. package/dist/commands/feedback.js +496 -0
  84. package/dist/commands/feel.js +144 -0
  85. package/dist/commands/fidelity.js +95 -0
  86. package/dist/commands/find.js +116 -0
  87. package/dist/commands/firstlook.js +138 -0
  88. package/dist/commands/flow.js +600 -0
  89. package/dist/commands/framing.js +53 -0
  90. package/dist/commands/gdd.js +227 -0
  91. package/dist/commands/gen.js +512 -0
  92. package/dist/commands/greenlight.js +148 -0
  93. package/dist/commands/hook.js +171 -0
  94. package/dist/commands/init.js +234 -0
  95. package/dist/commands/inspect.js +161 -0
  96. package/dist/commands/job.js +41 -0
  97. package/dist/commands/jobs.js +87 -0
  98. package/dist/commands/journal.js +58 -0
  99. package/dist/commands/journey.js +228 -0
  100. package/dist/commands/judge.js +191 -0
  101. package/dist/commands/lanes.js +571 -0
  102. package/dist/commands/lessons.js +74 -0
  103. package/dist/commands/life.js +134 -0
  104. package/dist/commands/login.js +134 -0
  105. package/dist/commands/look-3d.js +105 -0
  106. package/dist/commands/look-fit.js +116 -0
  107. package/dist/commands/look-hud.js +180 -0
  108. package/dist/commands/look-read.js +162 -0
  109. package/dist/commands/look-sheet.js +152 -0
  110. package/dist/commands/look-theme.js +136 -0
  111. package/dist/commands/look.js +373 -0
  112. package/dist/commands/loop.js +112 -0
  113. package/dist/commands/loudness.js +69 -0
  114. package/dist/commands/mobile-qa.js +119 -0
  115. package/dist/commands/model.js +256 -0
  116. package/dist/commands/models.js +93 -0
  117. package/dist/commands/motion.js +305 -0
  118. package/dist/commands/next.js +72 -0
  119. package/dist/commands/note.js +294 -0
  120. package/dist/commands/optimize.js +212 -0
  121. package/dist/commands/owner.js +109 -0
  122. package/dist/commands/pack.js +66 -0
  123. package/dist/commands/parts.js +635 -0
  124. package/dist/commands/phone.js +398 -0
  125. package/dist/commands/pick.js +146 -0
  126. package/dist/commands/pitch.js +205 -0
  127. package/dist/commands/places.js +89 -0
  128. package/dist/commands/play.js +368 -0
  129. package/dist/commands/playable.js +51 -0
  130. package/dist/commands/playtest.js +262 -0
  131. package/dist/commands/profile.js +292 -0
  132. package/dist/commands/progress.js +537 -0
  133. package/dist/commands/publish.js +165 -0
  134. package/dist/commands/reach.js +72 -0
  135. package/dist/commands/reel.js +177 -0
  136. package/dist/commands/review.js +112 -0
  137. package/dist/commands/rooms.js +180 -0
  138. package/dist/commands/schema.js +29 -0
  139. package/dist/commands/score.js +326 -0
  140. package/dist/commands/serve.js +67 -0
  141. package/dist/commands/setup.js +254 -0
  142. package/dist/commands/sim.js +179 -0
  143. package/dist/commands/simulator.js +154 -0
  144. package/dist/commands/smoke-build.js +305 -0
  145. package/dist/commands/smoke.js +37 -0
  146. package/dist/commands/spec.js +114 -0
  147. package/dist/commands/store.js +154 -0
  148. package/dist/commands/test.js +104 -0
  149. package/dist/commands/trailer.js +255 -0
  150. package/dist/commands/unity-editor.js +322 -0
  151. package/dist/commands/unity-player.js +672 -0
  152. package/dist/commands/unity.js +198 -0
  153. package/dist/commands/upgrade.js +186 -0
  154. package/dist/commands/variety.js +108 -0
  155. package/dist/commands/verify.js +293 -0
  156. package/dist/commands/walk.js +449 -0
  157. package/dist/commands/widen.js +133 -0
  158. package/dist/commands/world.js +175 -0
  159. package/dist/commands/wow.js +143 -0
  160. package/dist/commands/zero.js +71 -0
  161. package/dist/compose/adsheet.js +61 -0
  162. package/dist/compose/contract.js +248 -0
  163. package/dist/compose/facts.js +81 -0
  164. package/dist/compose/hyperframes.js +102 -0
  165. package/dist/compose/page.js +216 -0
  166. package/dist/compose/probe.js +160 -0
  167. package/dist/compose/run.js +170 -0
  168. package/dist/compose/sheet.js +92 -0
  169. package/dist/compose/starters.js +247 -0
  170. package/dist/compose/variations.js +203 -0
  171. package/dist/criteria.js +35 -0
  172. package/dist/depth/experience.js +61 -0
  173. package/dist/depth/fill.js +102 -0
  174. package/dist/depth/inventory.js +161 -0
  175. package/dist/depth/pacing.js +173 -0
  176. package/dist/depth/story.js +97 -0
  177. package/dist/dev/devtools.js +119 -0
  178. package/dist/dev/hold.js +46 -0
  179. package/dist/dev/lan.js +15 -0
  180. package/dist/dev/open.js +30 -0
  181. package/dist/dev/qr.js +124 -0
  182. package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
  183. package/dist/devtools/LICENSES/preact.LICENSE +21 -0
  184. package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
  185. package/dist/devtools/LICENSES/three.LICENSE +21 -0
  186. package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
  187. package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
  188. package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
  189. package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
  190. package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
  191. package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
  192. package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
  193. package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
  194. package/dist/direct/moves.js +234 -0
  195. package/dist/direct/read.js +59 -0
  196. package/dist/direct/round.js +80 -0
  197. package/dist/doctor/host.js +245 -0
  198. package/dist/doctor/unity-checks.js +380 -0
  199. package/dist/doctor/unity-history.js +589 -0
  200. package/dist/doctor/unity-host.js +160 -0
  201. package/dist/doctor/unity-import-rules.js +874 -0
  202. package/dist/doctor/unity-meta.js +225 -0
  203. package/dist/doctor/unity-project.js +297 -0
  204. package/dist/doctor/unity.js +171 -0
  205. package/dist/export/export.js +165 -0
  206. package/dist/export/metadata.js +25 -0
  207. package/dist/export/runtime.js +119 -0
  208. package/dist/export/scan.js +78 -0
  209. package/dist/export/select.js +193 -0
  210. package/dist/export/strip.js +42 -0
  211. package/dist/feedback/ab.js +55 -0
  212. package/dist/feedback/auto.js +44 -0
  213. package/dist/feedback/learn.js +255 -0
  214. package/dist/feedback/measure.js +49 -0
  215. package/dist/feedback/page.js +66 -0
  216. package/dist/feel/feedback.js +85 -0
  217. package/dist/feel/judge.js +420 -0
  218. package/dist/feel/run.js +185 -0
  219. package/dist/feel/spec.js +124 -0
  220. package/dist/feel/sweep.js +156 -0
  221. package/dist/fidelity/consistency.js +205 -0
  222. package/dist/fidelity/match.js +675 -0
  223. package/dist/fidelity/run.js +107 -0
  224. package/dist/find/keywords.js +97 -0
  225. package/dist/find/names.js +45 -0
  226. package/dist/find/route.js +59 -0
  227. package/dist/firstlook/quality.js +261 -0
  228. package/dist/firstlook/render.js +111 -0
  229. package/dist/firstlook/set.js +218 -0
  230. package/dist/flow/flow.js +455 -0
  231. package/dist/flow/look.js +139 -0
  232. package/dist/frame/behaviour.js +53 -0
  233. package/dist/frame/clock.js +117 -0
  234. package/dist/frame/contract.js +111 -0
  235. package/dist/frame/genre.js +65 -0
  236. package/dist/frame/idle.js +58 -0
  237. package/dist/frame/opening.js +171 -0
  238. package/dist/frames/loop.js +52 -0
  239. package/dist/frames/sheet.js +69 -0
  240. package/dist/gdd/book.js +483 -0
  241. package/dist/gdd/chapters.js +71 -0
  242. package/dist/gdd/design.js +135 -0
  243. package/dist/gdd/doc.js +32 -0
  244. package/dist/gdd/levelmap.js +428 -0
  245. package/dist/gdd/measures.js +477 -0
  246. package/dist/gdd/page.js +111 -0
  247. package/dist/gdd/rubric.js +250 -0
  248. package/dist/gdd/size.js +83 -0
  249. package/dist/gdd/tiers.js +148 -0
  250. package/dist/gdd/world.js +98 -0
  251. package/dist/gdd/worth.js +507 -0
  252. package/dist/gen/kinds.js +451 -0
  253. package/dist/gen/local/doctor.js +25 -0
  254. package/dist/gen/local/index.js +3 -0
  255. package/dist/gen/local/kokoro.js +334 -0
  256. package/dist/gen/local/master.js +248 -0
  257. package/dist/gen/local/provider.js +65 -0
  258. package/dist/gen/local/voice-rules.js +156 -0
  259. package/dist/gen/models.generated.js +469 -0
  260. package/dist/gen/models.js +53 -0
  261. package/dist/gen/prompt-lint.js +35 -0
  262. package/dist/gen/record.js +73 -0
  263. package/dist/gen/save.js +101 -0
  264. package/dist/gen/title.js +55 -0
  265. package/dist/gen/unity.js +334 -0
  266. package/dist/goals/goals.js +204 -0
  267. package/dist/goals/run.js +90 -0
  268. package/dist/greenlight/ambition.js +42 -0
  269. package/dist/greenlight/bible.js +138 -0
  270. package/dist/greenlight/lock.js +48 -0
  271. package/dist/greenlight/match.js +19 -0
  272. package/dist/greenlight/md.js +82 -0
  273. package/dist/greenlight/page.js +100 -0
  274. package/dist/greenlight/pitches.js +66 -0
  275. package/dist/greenlight/worth.js +90 -0
  276. package/dist/guidance.js +24 -0
  277. package/dist/init/bare.js +114 -0
  278. package/dist/init/git.js +56 -0
  279. package/dist/init/starter.js +166 -0
  280. package/dist/init/starters.js +179 -0
  281. package/dist/inspect/describe.js +125 -0
  282. package/dist/inspect/devserver.js +40 -0
  283. package/dist/journey/diff.js +74 -0
  284. package/dist/journey/from-round.js +44 -0
  285. package/dist/journey/record.js +76 -0
  286. package/dist/journey/run.js +139 -0
  287. package/dist/journey/script.js +223 -0
  288. package/dist/judge/common.js +60 -0
  289. package/dist/judge/identity.js +68 -0
  290. package/dist/judge/sources.js +37 -0
  291. package/dist/judge/structure.js +59 -0
  292. package/dist/keys/device.js +145 -0
  293. package/dist/keys/store.js +167 -0
  294. package/dist/lanes/fence.js +108 -0
  295. package/dist/lanes/gate.js +123 -0
  296. package/dist/lanes/lanes.js +355 -0
  297. package/dist/lanes/union.js +62 -0
  298. package/dist/lanes/where.js +49 -0
  299. package/dist/lessons/motifs.js +97 -0
  300. package/dist/lessons/store.js +56 -0
  301. package/dist/look/anim.js +206 -0
  302. package/dist/look/boxes.js +209 -0
  303. package/dist/look/dressing.js +24 -0
  304. package/dist/look/feedback.js +50 -0
  305. package/dist/look/fit.js +123 -0
  306. package/dist/look/held.js +92 -0
  307. package/dist/look/hook.js +169 -0
  308. package/dist/look/hud.js +189 -0
  309. package/dist/look/image-io.js +50 -0
  310. package/dist/look/life.js +96 -0
  311. package/dist/look/light.js +42 -0
  312. package/dist/look/look.js +85 -0
  313. package/dist/look/loops.js +108 -0
  314. package/dist/look/made-of.js +242 -0
  315. package/dist/look/moments.js +32 -0
  316. package/dist/look/motion.js +44 -0
  317. package/dist/look/phone-play.js +142 -0
  318. package/dist/look/player.js +32 -0
  319. package/dist/look/png.js +117 -0
  320. package/dist/look/readability.js +100 -0
  321. package/dist/look/roles.js +109 -0
  322. package/dist/look/sheet.js +104 -0
  323. package/dist/look/theme.js +278 -0
  324. package/dist/look/touch.js +129 -0
  325. package/dist/look/ui-style.js +102 -0
  326. package/dist/machine/procs.js +117 -0
  327. package/dist/managed.js +15 -0
  328. package/dist/mcp/hosted.js +174 -0
  329. package/dist/mcp/models.generated.js +538 -0
  330. package/dist/mcp/models.js +35 -0
  331. package/dist/mcp/server.js +330 -0
  332. package/dist/memory/decisions.js +138 -0
  333. package/dist/memory/journal.js +108 -0
  334. package/dist/model/bench.js +83 -0
  335. package/dist/model/blender.js +106 -0
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  337. package/dist/model/finalize.js +33 -0
  338. package/dist/motion/checks.js +173 -0
  339. package/dist/motion/contract.js +177 -0
  340. package/dist/motion/encode.js +37 -0
  341. package/dist/motion/render.js +167 -0
  342. package/dist/motion/starter.js +54 -0
  343. package/dist/optimize/check.js +29 -0
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  345. package/dist/owner/bar.js +285 -0
  346. package/dist/owner/match.js +105 -0
  347. package/dist/pack/build.js +97 -0
  348. package/dist/pack/deps.js +28 -0
  349. package/dist/pack/leaks.js +77 -0
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  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
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  363. package/dist/play/server.js +274 -0
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  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
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  394. package/dist/production/contract.js +61 -0
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  396. package/dist/production/tier.js +66 -0
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  404. package/dist/publish/funpixel.js +96 -0
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@@ -0,0 +1,131 @@
1
+ # Invent first, then fill the template
2
+
3
+ Two plans were written from one brief on 1 Oct 2026 (a first-person paint shooter in
4
+ a museum at night). The plan that followed this skill's template was clearer (8.4 against 8.1) and
5
+ more buildable (7.2 against 6.4), and lost 3 of 3 blind seats, 7.0 against 8.0. It trailed on level
6
+ design by 1.8, story and world by 1.7, fun by 1.2 and phone controls by 1.0. It spent its extra
7
+ seven minutes on process: more pictures, two judged rounds, a gray box. The winning plan spent its
8
+ time on design: what the paintings mean (they watch the thieves, so they are radar, conscience and
9
+ stakes at once), rooms that differ, enemies that bend the rule, a villain whose want is half right,
10
+ 14 cited sources and about 75 named behaviour tests. The template's sections scored the losing plan
11
+ 10 out of 10 complete. Completeness is not design. So the order is: invent, research, pitch and
12
+ pick, then the template.
13
+
14
+ ## 1. Six forcing questions
15
+
16
+ Answer each for this game, in `## The invention`, before any other section. A generic answer is a
17
+ sign the idea is not there yet: rewrite it until it names something only this game has.
18
+
19
+ The examples are for a different game (paper boats racing down a rainy gutter) on purpose: answer
20
+ for yours; never borrow an example's answer.
21
+
22
+ | Question | A generic answer | An answer that invents |
23
+ |---|---|---|
24
+ | What the core object means | "boats to race" | each boat carries a child's message home; a sunk boat loses a line of it |
25
+ | Why the verb exists in this world | "racing is fun" | the storm drain swallows the street's mail at dusk; only a boat gets a letter home before it |
26
+ | Who wants what, by name | "the rival wants to win" | Odile wants her letter read before the move; the gutter-keeper wants the drains clear, and he is half right: blocked drains flood the houses |
27
+ | What the twist costs, in feeling and in play | "it's harder" | a lost line is a message that never arrives (feeling); the next race starts with less paper (play) |
28
+ | The one system that lives and reacts | "ambient rain" | the rain on the window: it is the race clock, it floods the shortcuts, and it eases when you help another boat |
29
+ | What only this game has | "a unique art style" | the current: where you let go decides the race, not how fast you steer |
30
+
31
+ The living system earns its place by a job in play the player reads and uses (warns, shows,
32
+ remembers, blocks, opens). Decoration that does nothing is a wonder, named as one, or cut.
33
+
34
+ **Widen before you answer.** Every agent asked one brief reaches for the same first idea. Run
35
+ `npx @funpixel/tools pitch widen` (a new seed per session, printed; `--seed N` replays a draw;
36
+ `--dial tight|open|wide` sets how far the cards go). It draws four or five cards, each an operator
37
+ (break one unstated rule, blend, read the brief through another domain, ban the first three
38
+ associations), a domain and a facet per axis, near to far, with one labelled wildcard. Answer each
39
+ card in `design/widen.json`, then `pitch widen score`: each answer, and `## The invention`, against
40
+ the control (the generic answer for this brief) and against what was kept before. A high number is
41
+ distance, not quality: strange is not unexpected unless it still answers the brief. Keep the card
42
+ you pitch with `pitch widen keep W2`; the wow ledger (the game's and `~/.funpixel`) steers the next
43
+ run of this brief away from it, and a repeat is a warning, not a refusal.
44
+
45
+ ## 2. Research: a hit per axis, with a source each
46
+
47
+ One genre hit is not research: for a first-person shooter the kit's default bar was a top-down
48
+ survivor game, and its verdict could only read "not observed". Each axis has its own best game, and
49
+ the best one for touch controls is often outside the genre.
50
+
51
+ | Axis | What to find |
52
+ |---|---|
53
+ | mechanic | the game whose core decision is closest to yours |
54
+ | feel | the controller numbers people praise (aim, jump, weight) |
55
+ | touch controls | the best phone answer to this verb, even from another genre |
56
+ | layout | rooms or levels that teach by their shape |
57
+ | surface satisfaction | the one sound, splash or snap players remember |
58
+ | readability | how threats, targets and the goal read at phone size |
59
+ | market | what sells in this genre, its price and its reviews' complaints |
60
+
61
+ Write each as a row of `## Hits, per axis`: the hit, what we take, what we avoid, and a link to the
62
+ source (a store page, a talk, a review). Name what was left out unverified. `funtools gdd` lists the
63
+ axes with no row and the rows with no source.
64
+
65
+ ## 3. The studio pitch: pitch, pick, lock
66
+
67
+ Then pitch the choices that shape the game as cards (`npx @funpixel/tools pitch`, or on the Plan
68
+ Canvas): genre and fidelity, depth (5 minutes, 30 minutes or chapters), the core that burns
69
+ (gameplay fun, the world, the story or the feel), the story standard (none, light, or deep: goal,
70
+ clock, question, antagonist, frame), extras with their cost (voice per character, cutscenes, photo
71
+ mode, multiplayer, and for a deep game two takes: two parallel builds of the locked plan, played
72
+ side by side from the title by `npx @funpixel/tools compare-takes`, the mix keeping what each won;
73
+ on one game, one take won the environment and the other the dynamics). Propose a pick per card with its reason for this game
74
+ (`pitch propose core world --why "…"`); the plan shows your picks and the owner approves them with it
75
+ at the lock (`flow ask`). Under their autonomy "ask", each card is theirs instead: `pitch ask` posts each
76
+ as a question in the chat, and `pitch lock` waits for their answers. From then on the core gets the art budget, the tests and the hardest checks, and
77
+ what was not picked stays light. Autonomy is the OWNER's setting (funpixel.json `flow.autonomy`,
78
+ from their brief), never a card you propose: under `ask` and `plan-then-go` every pitch card waits
79
+ for their answer; only their `go` lets you pick, record each pick with its reason, and lock.
80
+ (One game, 4 Oct: under "ask" the agent proposed and locked all seven cards itself.)
81
+
82
+ ## 4. Named behaviour tests, before code
83
+
84
+ Part 2 is written now, as targets, and rewritten from the code once it runs: the numbers, a state
85
+ machine per actor that decides, the level or room data as a file, events and saves, and the rules
86
+ as test names under `### Behaviour tests`:
87
+
88
+ - `a miss lands on what is behind the target`
89
+ - `every attack tells for 0.6 s or more before it lands`
90
+ - `the first input comes within 5 s of Play`
91
+
92
+ `funtools gdd` counts them and `funtools test` reads them back from the test files, naming those not
93
+ written yet. A name is a promise the build can be held to; prose is not.
94
+
95
+ A name that states a player goal ("a new player wins the round within 20 s") is also played:
96
+ `funtools test --goals` writes `test/goals/<id>.json` (how met shows in `__FPX_STATE__`, a route,
97
+ caps), replays the route and asks a fresh agent seat, and answers met, not met, blocked (stuck or
98
+ unable to act) or not observed, citing the sentence. A goal nobody could observe has no verdict.
99
+
100
+ ## 5. Our lessons, as defaults
101
+
102
+ Defaults from our best games. Each is a starting point: keep it, or say why this game differs.
103
+
104
+ - **Modelled places.** Rooms built as geometry with their own shape, not one corridor repainted
105
+ (`funtools variety --within` compares the place pictures).
106
+ - **A GPU device tier.** Pick quality by the phone's GPU and recover resolution when frames drop;
107
+ budgets as p95 frame times.
108
+ - **Every attack tells.** A wind-up the player can read, 0.6 s or more on a phone.
109
+ - **Teach once, at the element.** The first time a thing appears it teaches itself in place; no
110
+ manual screen.
111
+ - **A player-owned camera.** It follows on its own and never fights the player; look-drag is an
112
+ option, not a chore.
113
+ - **Controls off the play.** No button over the play area or the held object; one gesture per thumb
114
+ zone.
115
+
116
+ ## 6. What waits for later
117
+
118
+ These cost time at plan stage and did not pay; they belong to the slice:
119
+
120
+ - **Scaffolding before the design.** `funtools init` before the GDD names the genre and the controls
121
+ wrote third-person conventions and arrow-key checks into a first-person game. Write the GDD to
122
+ its genre card and controls, then scaffold.
123
+ - **A gray box and identity redraws.** A 3D gray box and redraw loops belong to the slice, after the
124
+ plan is applied.
125
+
126
+ ## Check it
127
+
128
+ - `funtools gdd`: the invention answered or generic, hits per axis, named tests, the locked core,
129
+ then a lint of missing sections (no score).
130
+ - `funtools pitch`: the cards, the picks, what the locked core still asks of the GDD.
131
+ - `funtools test`: the named tests read back from the code.
@@ -0,0 +1,112 @@
1
+ # Levels, a world that plays, fun and the phone
2
+
3
+ Where a plan made with the kit lost to the owner's own workflow (one game, 1 Oct 2026: two
4
+ GDDs from one brief, three blind judges, 7.0 against 8.0). The kit's plan led on clarity and
5
+ feasibility and trailed on level design (−1.8), story and world (−1.7), fun (−1.2) and phone UX
6
+ (−1.0). Every judge named the same four things, so this page is those four, with what our best
7
+ games did. Options with reasons; the creator's vision wins.
8
+
9
+ ## 1. Places that differ
10
+
11
+ The kit's six galleries each had their own rule on paper, and their six pictures showed one teal
12
+ hall with gold frames and the same parquet. The winning plan's rooms differed in **plan shape, wall
13
+ colour, era and light** (a long red gallery, an enfilade of small green cabinet rooms, a grand stair,
14
+ a glass court with a fountain, a white cube, a dark rotunda lit by one lamp), and the judges saw it
15
+ in the pictures before reading a word.
16
+
17
+ | Each place gets | Why |
18
+ |---|---|
19
+ | Its own **plan shape** (corridor, enfilade, ring, stair, open court) | the shape changes the decisions: sightlines, cover, where a threat can come from |
20
+ | Its own **material and colour** | a player knows where they are from one frame; a still that could be any room is a reskin |
21
+ | Its own **era or story** | the place says something about the world, not only the level |
22
+ | Its own **light** (one key light, its colour, how dark) | light is the cheapest way to make two rooms feel unlike each other, and it sets the mood the rule needs |
23
+ | Its own **rule that bends the core verb** | the room changes what the verb means (a room whose every wall is one painting: any miss hits art, so you aim low or lure the target out) |
24
+
25
+ Write the place row before drawing its picture, and draw each picture from its row. Then hold the
26
+ pictures to each other: if two could swap captions, one of them is not a place yet.
27
+
28
+ **Shape of a level.** Teach the new thing alone, test it, twist it, then combine it with what came
29
+ before (teach, develop, twist, test, celebrate). One game gave each of its eight islands one
30
+ rule; another debuts each of its nine kinds alone at the head of its wave before it
31
+ joins a crowd (41, 82, then 100 robots per floor). A third calmed its level after watching the
32
+ gray-box: a plan is allowed to lose to the game in front of you.
33
+
34
+ **Layout laws as tests.** The winning plan wrote its rooms as data with laws a test can read: a
35
+ bare-wall share per room (the kit's plan had one too: 70% in the first gallery, 20% in the second,
36
+ which is a difficulty curve you can measure), a longest sightline, at least two routes to a target,
37
+ no spawn in view. A law in a table drifts; a law in a test holds.
38
+
39
+ One place on purpose is an answer. Say so in `## Places`, and the mirrors stay quiet.
40
+
41
+ ## 2. A world that answers the core verb
42
+
43
+ The judges' deciding line, three times over: the winning plan's paintings were alive. Their eyes
44
+ followed the nearest thief within 20 m, so the art was the radar (there was no minimap); a splashed
45
+ subject covered her face and stopped helping, so a miss cost a point and a friend; each room's
46
+ keeper did one more thing (a dog barks, a figure points). One system did three jobs: **radar,
47
+ stakes and conscience**. The kit's living-world table produced a cat and motion lights.
48
+
49
+ Ask of the world: **what does it do when you play?**
50
+
51
+ - **One living system with two or more jobs in play.** Information (where the threat is), stakes
52
+ (what you lose), feeling (who you are protecting). If it only decorates, it is scenery; scenery is
53
+ fine when named as such.
54
+ - **The rule works both ways.** The thieves aimed at the guard, so if she stood in front of a
55
+ painting their misses hit it: where you stand protects the art behind you as much as the art
56
+ behind them. A rule the enemies are also bound by doubles the decisions for free.
57
+ - **An antagonist whose want is half right.** The winning plan's villain had a reason a player could
58
+ agree with; the judges called him sympathetic and scored the story 1.7 higher. A villain who is
59
+ only evil gives the story nothing to turn on.
60
+ - **Enemy kinds that bend the core rule**, each read by silhouette at 40 px. In the winning roster
61
+ one kind is a painting to the gun (auto-fire skips him), one sidesteps after 0.3 s of lock so your
62
+ burst flies into the art, one always perches against a dark backdrop, one carries a canvas as a
63
+ shield. Each asks a different question of the same verb. The kit's roster was one striped body
64
+ with five props: one enemy in five coats. One game's "one chassis, nine heads" works
65
+ because each head is a different idea, not because the chassis is shared.
66
+
67
+ ## 3. Fun with depth
68
+
69
+ | Ask | A strong answer | Where it showed |
70
+ |---|---|---|
71
+ | How many decisions a minute does the verb make? | every shot is a choice about where you stand | the winning plan: "the game rewards the step before the shot" |
72
+ | What is the boring optimum, and what makes it lose? | named, with the rule that beats it | panic-firing pays nothing; in one horror game, welding every door runs you out of gas |
73
+ | Does risk pay? | a riskier line scores more, never only costs more | one game's kill ladder (10 in 2 s up to 100 in 3 s, slow motion on the top rung) |
74
+ | What does each verb cost? | a price in time, resource or the route | the horror game: hold 1.5 s, 25 gas, and the room beyond is gone |
75
+ | Why play the next room? | it asks a new question of the same verb | each kind debuts alone (the nine-kind game above) |
76
+ | Why play again? | a grade, a medal for clean play, a best to beat | the winning plan's results screen grades splashes, and only your own cost the clean-hand medal |
77
+
78
+ The horror game added weapons only when each answered a different situation, all drawing on one canister;
79
+ two answers to the same situation are one tool wearing two looks.
80
+
81
+ ## 4. Phone UX: two thumbs, 852 × 393
82
+
83
+ The phone is where a plan is cheapest to fix and most often lost.
84
+
85
+ - **Controls off the play and off the held thing.** Both plans first put Fire and Cover on the gun;
86
+ the kit's HUD v2 moved them to the right edge and shrank the gun to a sixth of the screen.
87
+ Whatever the hero holds is part of the frame budget; a mockup that breaks its own cap breaks it in
88
+ the build. One game's HUD covered 41% of the phone screen until it was measured.
89
+ - **One gesture per thumb zone.** The winning plan put aim, tap-for-cover and hold-to-wipe all in
90
+ the right thumb's zone: three gestures that collide. Give each zone one gesture, or make one a
91
+ button.
92
+ - **An assist that keeps the point.** The kit's plan asked for a tap-tap-breathe fire rhythm while
93
+ auto-fire set the cadence, so the rhythm could not be played on a phone. The winning plan's
94
+ steady mode let the gun change rhythm itself: with art inside a 4° cone behind the target, bursts
95
+ became single shots at half the spread, flagged by gold corners. The assist never aims at what the
96
+ player must not hit. Two of three judges took it.
97
+ - **First input by 0:05.** The kit's plan got this right (first input 0:05, first payoff 0:25); fold
98
+ loaders and first-run screens into the title.
99
+ - **A warning the phone player needs is not a crutch.** The concept seats removed the art warning;
100
+ the frames seats asked for it back. On a 6-inch screen a dense wall cannot be read at a glance:
101
+ a tell that replaces reading is the design, not a hint.
102
+
103
+ ## Check it
104
+
105
+ Free mirrors that read these, each a mirror, never a gate:
106
+
107
+ - `npx @funpixel/tools gdd`: the places, living-world and content rows, thin ones named.
108
+ - `npx @funpixel/tools variety --within`: the game's own place pictures beside each other; a pair
109
+ that reads as one room is named.
110
+ - `npx @funpixel/tools reach`: every exit, pickup and target reached from its spawn.
111
+ - `npx @funpixel/tools sim`: the boring optimum and the skill spread, per level.
112
+ - `npx @funpixel/tools phone`: the controls and HUD on a real phone viewport.
@@ -0,0 +1,47 @@
1
+ # Pages made for the game
2
+
3
+ The plan page (`design/GDD.html`, from `gdd page`) is the base every game gets. It is not the only page a
4
+ game can have, and it is not a template every page must follow: the studio's own design documents differ
5
+ from game to game, each designed for what it has to show.
6
+
7
+ The plan page draws the level map itself when the game has its levels as data (`design/spec/rooms.json`, a
8
+ `build_level` spec): rooms or areas as boxes, routes, the critical path, where to look. A game with no level
9
+ data gets none; a map drawn by hand is a page of its own.
10
+
11
+ ## The bar: the studio's best GDD pages
12
+
13
+ The owner judges a plan page against the studio's own bespoke design pages, not against the base
14
+ `gdd page` writes. Ask the owner for them (one is kept locally by the owner, the others by link),
15
+ name them when you show yours, and say where yours falls short.
16
+
17
+ What makes them strong, and how much of it `gdd page` draws:
18
+
19
+ | Strength | `gdd page` | What the agent adds by hand |
20
+ |---|---|---|
21
+ | The board: where the game stands | drawn on top (done, doing now, next, your move) from the flow's status | keep `## Where we are` current, in the owner's words |
22
+ | An honest "how fun will it be" read | not drawn; `greenlight worth` answers the length only | a `## How fun will it be` section: what is fun already and how you know (played, measured), what is still a guess, the biggest risk to the fun; below the bar when it is |
23
+ | Owner-decision rows | drawn under the board as "Yours to decide": one row per bullet of `## Open questions`, with `— recommend: …` as our pick and `decided: …` (or `[x]`) as the owner's call | write each open question as one decision with a recommendation, never a vague worry |
24
+ | A playable feel toy in the hero | not drawn (the plan page has no script) | a page of its own whose hero is the core verb live on a canvas, tuned to `## The numbers`, so the owner feels the plan before it is built; link it from `## Linked pages` |
25
+ | Part 2 as tables | tables are drawn as tables | write each actor's numbers, states and events as tables, not prose |
26
+ | The behaviour contract by group | drawn as written | group the named tests under `####` sub-headings in `### Behaviour tests` (input, the core rule, the living world, the phone…); `funtools gdd` still counts them |
27
+
28
+ Pictures drawn in place: write a target and its capture as paths in one table row and they sit side
29
+ by side. What those three pages hold beyond the strengths above is not written here: never describe
30
+ one from memory as if you had read it.
31
+
32
+ ## Pages of its own
33
+
34
+ Make a page of its own when a part of the plan reads better drawn than written:
35
+
36
+ - a board of where the game stands, a cast sheet, a map of the places, a level's layout, a HUD mockup,
37
+ a timing chart, a comparison of two looks, the pitch as one screen;
38
+ - in the game's own look: its palette, its type, its key art; not the kit's;
39
+ - one self-contained HTML file in `design/pages/<name>.html`, pictures by relative path from the game's
40
+ folder (`../first-look/key-art.png`), no network, a `<title>` that says what it is;
41
+ - linked from the plan's `## Linked pages` with one line on what it shows and what it is for.
42
+
43
+ A host that draws the game (Robin's game bench) lists every page in `design/`, `design/pages/` and
44
+ `design/first-look/` by its title, opens it beside the conversation, and lets the owner write notes on any
45
+ part of it; those notes come back as their words on the plan, the same as notes on the plan page.
46
+
47
+ Rewrite a page when the plan it shows changes; never leave one saying what the plan no longer says.
@@ -0,0 +1,140 @@
1
+ # The plan at the size of a real game
2
+
3
+ The owner's good games named their whole content before code: four to ten areas, four to ten kinds
4
+ of enemy or piece, a boss, endings, story beats, and 70 to 250 assets made under one frozen look.
5
+ Our weaker games planned one level and discovered the rest while building, which is why they read
6
+ well in stills and thin in play. This reference is five offers for step 2 of the path (planning
7
+ together in the chat). Each is a default the creator can resize, and any of them can be
8
+ declined; a decline written down is a decision, not a gap.
9
+
10
+ ## 1 · A content list, sized to the game
11
+
12
+ What play must reach, counted. It goes in the GDD's `## Content list`:
13
+
14
+ ```markdown
15
+ ## Content list
16
+ | Content | Count | Names | Reached in play |
17
+ |---|---|---|---|
18
+ | Areas | 4 | the Gutter, the Drain, the Culvert, the Harbour | |
19
+ | Enemy kinds | 6 | leaf, bottle cap, rat, grate teeth, cat paw, eel | |
20
+ | Bosses | 1 | the Storm Grate | |
21
+ | Endings | 2 | out to sea; home in the puddle | |
22
+ | Story beats | 5 | launch, the drain, the dark, the grate, the sea | |
23
+ ```
24
+
25
+ - **Why counts:** a count is something a playtest can hold play to. "Six kinds" is either reached
26
+ by a blind player or it is not; "varied enemies" never fails. The `Reached in play` column is
27
+ where later rounds write what play actually got to, so a claimed kind and a reached kind stop
28
+ looking the same.
29
+ - **Size it to play length:** a game is at least 15 minutes of real play by a first-time
30
+ player, even with one level: escalation (a new idea per stage, not only speed), variety, a twist
31
+ around the middle, and an ending worth reaching. Write the `Play length:` line and count the
32
+ content that fills it (two of our games: "at least 15 minutes play, to be a game", owner,
33
+ 3 Oct); a 2-minute arcade round is a choice the line states "on purpose". `funtools sim` holds
34
+ the skilled bot's run to that line and asks that it reaches the ending, and `playtest experience` fills `Reached in play` for areas,
35
+ levels and waves from the long blind player and the bot (marked `(measured)`). Play reaching half
36
+ the claimed areas or less is a warn: one game claimed 8 worlds and play reached 2.
37
+ - **Size it to the game:** a one-screen toy can honestly say "Levels 1"; say that it is the choice
38
+ in the list ("one screen on purpose") and the ambition read leaves it alone. A full game names
39
+ its areas, kinds with a debut each (the `## Content` roster), a climax and at least one ending.
40
+ - **Names over numbers alone:** a named area is an idea; an unnamed one is padding.
41
+ - **A row and a picture per place** under `## Places`: its atmosphere, the one play number it
42
+ changes and its landmark. `funtools gdd` warns when a counted level has no row.
43
+ - On the canvas the list is a wide tile stamped with its totals ("4 areas · 6 kinds · 1 boss"),
44
+ and `funtools gdd` prints it beside the score under "ambition".
45
+
46
+ ## 2 · An art budget
47
+
48
+ How many assets of each kind the content list needs, and how each gets made. `## Art budget`:
49
+
50
+ ```markdown
51
+ ## Art budget
52
+ | Asset | Count | Made how | Credits |
53
+ |---|---|---|---|
54
+ | Boats (hero and rivals) | 4 | generated 2D sheet from the style file | 40 |
55
+ | Area backdrops | 4 | generated plates, three layers each | 60 |
56
+ | Enemies | 6 | generated sprites, one family | 48 |
57
+ | Icons | 12 | inline SVG, one family drawn like the boats | 0 |
58
+ | UI plates and buttons | 3 | generated from the style frame, nine-sliced | 6 |
59
+ | Wordmark | 1 | generated in the world's material | 2 |
60
+ ```
61
+
62
+ - **Why:** the owner's games made 70 to 250 pieces; ours made 0 to 21 and drew the rest in code.
63
+ A budget makes the gap visible before it ships, and lets the creator choose it on purpose.
64
+ - **The UI is art too:** plates, buttons, frames, the icon family and the wordmark are rows like
65
+ the cast (skill `funpixel-art`, ui.md).
66
+ - **Every row has a route:** generated (2D or 3D), authored, or procedural with a rendered proof.
67
+ "Shapes for now" is a stand-in to name, not a route.
68
+ - **The size is the creator's.** Scope, time and spend belong to them: their own subscription
69
+ pays for the host's time, Funpixel credits pay for our paid tools. The kit never shrinks a game
70
+ to save either; the plan is as big as the person agrees on the canvas. A code-drawn look is a
71
+ choice they may make, with a style test to prove it reads, never one made for them.
72
+ - **An honest estimate:** fill `Credits` from `npx @funpixel/tools estimate` or
73
+ `assets gen --dry-run`. It prices only Funpixel's tools, never the host's time. The canvas stamps
74
+ the tile with the total ("26 pieces · about 148 credits"), so the person agrees the plan knowing
75
+ what its art would take. Anything above 50 credits is still priced in one line before it starts.
76
+ - **Running out is a pause.** If the credits run out mid-plan, say so plainly with what is left
77
+ to make; the creator can top up and continue the agreed game. It is never an ending, and never a
78
+ reason to cut the scope they agreed.
79
+
80
+ - **Rolled up from an asset script.** Each picture as a row (what, the story beat it serves, the
81
+ sheets it was drawn to, cost, status), each family of game assets in the same shape; the budget is
82
+ their totals, so a row added to the script is a row the budget already counts
83
+ ([world-and-identity.md](world-and-identity.md)).
84
+
85
+ ## 3 · The art direction, in a few clear lines
86
+
87
+ The creator's own look, written as three to six lines a viewer can check in one frame. They live
88
+ under `## AD rules` (the hooks and the fidelity seat read that heading):
89
+
90
+ ```markdown
91
+ ## AD rules
92
+ 1. Only the player's boat is tomato #FF5A4E.
93
+ 2. Every threat reads at 40 px on the wet grey ground.
94
+ 3. Rain never covers the lane the boat is in.
95
+ ```
96
+
97
+ - **Offer them and explain why:** every playtest round, the fidelity seat judges each line held,
98
+ partly held or broken beside the target frames. Without lines, "does it still look like the plan"
99
+ has no answer. One game's six lines caught a darker art pass that hid its threats.
100
+ - **They are the creator's words.** Offer drafts from the pitch and the first look; the creator
101
+ rewrites, keeps or cuts them.
102
+ - **Declining is fine, and kept:** `Declined: I will judge the look by eye (the creator, 30 Sep)`.
103
+ The canvas shows "declined, on record" and nothing asks again.
104
+
105
+ ## 4 · A style test on a scale sheet, before building
106
+
107
+ After the first look, lay the cast at play size on the real ground colour:
108
+
109
+ ```
110
+ npx @funpixel/tools look --sheet --sizes 24,48,96 --ground '#3A4048'
111
+ ```
112
+
113
+ Free and local. It measures each sprite's contrast against the ground (ΔE) and shows the sheet.
114
+ Read each art line against it: a threat that merges with the floor, two kinds in one colour, a hero
115
+ lost at 24 px. Fix the style words or the line, redraw once, and write the verdict per line into
116
+ `design/style-test.md` (skill `funpixel-art`). Code-drawn casts get the same test: render
117
+ them once to PNGs.
118
+
119
+ ## 5 · Pause points, never gates
120
+
121
+ Moments that invite someone to look: after the plan is applied, after the first look, after the
122
+ first slice. The someone can be a friend, the owner, a player, or the creator's next-morning self.
123
+ Offer the pause, record who looked and what they said in the GDD's `## Pause points` table, and
124
+ carry on either way. One game waited four days for its owner's "go ahead"; another built twenty
125
+ minutes after its approval; a third never paused and still reached its gate. The pause is there
126
+ because a second pair of eyes is cheapest before code, not because the path needs permission.
127
+
128
+ ## 6 · The plan grows with the game
129
+
130
+ Size the plan, and what you ask, by the game's length ([start](start.md), production-tiers.md):
131
+ a nugget's plan is its core sections and one lock; a short game adds the content list, places and the
132
+ story; a long game adds `## Chapters` (one row per chapter: place, what it adds, story beat, length,
133
+ target frames), the world map and the story arc, and each chapter is planned and agreed with the owner
134
+ when the build reaches it, never all at once up front.
135
+
136
+ ## In the chat
137
+
138
+ Show the content list, the art budget and the art-direction lines with the look. The person's notes
139
+ land on them like anything else ("a fifth area at night", "the eel as a 3D model", "line 2 is too
140
+ strict for the dark level"); revise them with the rest, and the lock agrees them with the rest.
@@ -0,0 +1,117 @@
1
+ # Production at the game's size: three loops, one dial
2
+
3
+ A small arcade game and a two-hour story game are made with the same three loops. What changes is how
4
+ far each one turns. **Direct** says what the game should be and keeps every hand pointed at it.
5
+ **Keep consistent** makes every piece look like it belongs to one world. **Verify** proves it plays,
6
+ from the rules up to a stranger holding a phone. The tier is that dial, read from the plan. It is not
7
+ a ceiling and not a recipe: the games below are what each setting has looked like, as inspiration.
8
+ The creator's choices win, and a game can turn one loop up without the others.
9
+
10
+ What is locked: the creative direction (the plan, target frames, identity locks, the palette and what
11
+ each colour means, the style block, the story), the quality bar, and the outcomes. Rules replay from a
12
+ seed where the game needs it. Frames hold on a phone. Nothing flashes the full screen. Assets look like
13
+ one world. Nothing private ships. A blind player can play from the title. What is free: folder layout,
14
+ file names, state management, which SDK modules you use, and how you reach each outcome.
15
+
16
+ ## How the tier is picked
17
+
18
+ `funtools init` reads the creator's line and writes `production.tier` into `funpixel.json` and a
19
+ `**Production:**` line into `design/GDD.md`, with its reasons:
20
+
21
+ Said to the owner by length (stored as small, mid, deep):
22
+
23
+ | Size | Length | First playable | The GDD grows to | The owner is asked | Built as |
24
+ |---|---|---|---|---|---|
25
+ | **nugget** (small) | a few minutes | about 1 min: the place, its look and feel, the verb once | the core sections | the brief, the first playable's verdict, the lock | one piece |
26
+ | **short** (mid) | 15 to 30 min | 2 to 3 min | plus the content list, places, story | plus the story and the level list | the slice, then room by room |
27
+ | **long** (deep) | an hour or more | 3 to 5 min: the core loop once, a win and a loss | plus `## Chapters`, the world map, the story arc, the cast | plus each chapter's plan and its verdict | the slice, the first chapter's rooms, then chapter by chapter |
28
+
29
+ - **small**: no length, chapters or story stated, or a one-second mechanic (merge, one-thumb, endless),
30
+ however many levels.
31
+ - **mid**: 15 to 59 minutes of play, a story, two chapters, or 3 to 20 levels in a game that is not a
32
+ one-second mechanic.
33
+ - **deep**: an hour or more, three or more chapters, or 3D and story-led across five or more levels
34
+ or half an hour.
35
+
36
+ The tier is the size of the production, not a licence to be short: every tier plays at least 15
37
+ minutes to an ending (the floor `sim` holds, funpixel.json `play_min_minutes`). A small game reaches
38
+ it with escalation, variety and runs; a mid or deep one with places and chapters.
39
+
40
+ `funtools check` prints what the dial means for this game today (notes and warnings, never a
41
+ failure). When the GDD grows past the recorded tier, it says so once. Set `production.tier` by hand
42
+ and that wins.
43
+
44
+ ## Direct
45
+
46
+ | Setting | What it adds | Seen in |
47
+ |---|---|---|
48
+ | small | The GDD and one target frame of the moment that sells the game; the meta layer (stars, collection, a map of levels) planned with the mechanic, not after it. | Four casual puzzle games: a one-second mechanic, a meta layer, many levels. |
49
+ | mid | A target frame per place or level, the story's beats as ids the game reports, progress saved per level or chapter, and a runbook of what proves each step. The plan is also a spec folder the game loads (`design/spec/`: every number in `tunables.json`, rooms and chapters as data with pars, slice first; `funtools spec init`, skill `funpixel-gdd`, references/spec-folder.md). | One game (`GAME.md`, `QUALITY_BAR.md`, design addenda per pass), another (`RUNBOOK.md`, `runbook.json`), a third. |
50
+ | deep | A making-of log (`design/MAKING.md`: decision, numbers, lesson, one entry per lane). Show first: films or a proofs page the owner picks from, then build behind a flag, measure, merge. One lane per worktree. | One game (`design/MAKING.md`, `PERF.md`, frames at 0:10, 1:00, 2:00 as the definition of done), another, and one game's plan. |
51
+
52
+ Lanes at deep: `npx @funpixel/tools lanes plan` splits a build stage into lanes, each with a brief,
53
+ its own paths, a spend cap, a time-box and a merge gate; `lanes merge` lands one only after a seat
54
+ that did not build it passes it and the owner has picked between any candidates (`/fp:lanes`).
55
+ Lane hygiene, from one game's builder. Use one worktree per lane, never `git stash` (it is
56
+ shared across worktrees), and never rewrite history. Never run two headless Blender jobs at once:
57
+ their dialogs land on the owner's screen. A stale build fools a screenshot, so rebuild before every
58
+ capture. The owner's screenshots become named before-frames.
59
+
60
+ ## Keep consistent
61
+
62
+ | Setting | What it adds | Seen in |
63
+ |---|---|---|
64
+ | small | One palette in code (a `palette.ts` or the style tokens) and one verbatim style block every generation carries. | The studio's casual games. |
65
+ | mid | Reference sheets before any art (`ref-*` in `assets/assets.json`). Several draws per item, the most on-palette one kept (`assets gen` scores each by hue against the palette and warns under 55%). Every provider original kept in `assets/raw/`, with a line per job in `assets/costs.jsonl`. Colour ownership: one colour, one meaning. | One game (`tools/luminance.mjs`, `contact-sheet.mjs`, `asset-coverage.mjs`), another (`ASSETS.md`), the harness games' `forge.mjs` palette scoring. |
66
+ | deep | Identity locks for every recurring design (GDD `## Identity lock`, skill `funpixel-gdd`). The 3D line: reference images, then the model, then the original kept with its request id and seed, then cleanup on the bench, then two tiers (phone and HD). Hard-surface pieces are rebuilt or baked from the high-poly onto clean geometry. A decimated AI mesh looks melted, and no shader fixes it. Materials are normalised in code and in the files. | One game (`sources/`, `design/assets.md`, models and models/hd), another (raw art kept with request ids and seeds), a third (seven redraws on-model at the first try once the sheets existed). |
67
+
68
+ ## Verify, the QA loop
69
+
70
+ | Setting | What it adds | Seen in |
71
+ |---|---|---|
72
+ | small | Rules tests with a seed (same seed and inputs, same round), `verify`, `look --hud` at phone size, `feel`, and one blind phone player. | Every funtools starter ships the seed test. |
73
+ | mid | Bots on several seeds through every level (`sim`, per-level curves; `rooms` for a spec folder's rooms, each against its par), a replay test, a boot test where storage throws (the starter's `test/platform.test.ts`), and fixed-framing before and after on every visual change: `capture --all` then `compare` at desktop 1280x720 and phone 844x390, plus a short film (`clip`). | One game (`src/test/sim.test.ts`, `platform.test.ts`, `tools/release-check.mjs`, `bless-check.mjs`), another (`scripts/screen-audit.mjs`, `smoke.mjs`, audio pause tests), a third (`src/test/`). |
74
+ | deep | Blind phone players from the title, with no view jumps, as the gate a panel cannot replace (a wrong kit fact sank one version that panels passed). An interleaved A/B phone profile: 844x390 at 3x, CPU slowed four times, a fixed seed, reading p95, long frames and mid-play shader compiles (`profile --viewport phone --throttle 4 --seed 7 --compare`). Evidence per lane in the making-of log. | One game (`design/PERF.md`, `tools/profile.mjs`, `tools/compare.mjs`), another (a 3.7 s splash fooled the captures; the fixes were level design: practice zones, camera volumes, a landing ring). |
75
+
76
+ ## One structure that has worked
77
+
78
+ Not required; the outcome is what checks read. The owner's deeper games split an engine-free
79
+ `src/sim/` (fixed step, seeded, cloneable, so a save is a `structuredClone` and bots play whole
80
+ chapters) from `src/view/` (the engine draws the sim and decides nothing) and `src/ui/` (Preact
81
+ screens and HUD). Tests drive the sim with bots on several seeds. Every view lane can then prove the
82
+ sim untouched. The funtools starters keep the
83
+ same split in small: `rules.ts` engine-free and seeded, `game.ts` drawing it.
84
+
85
+ The 3D starter's quality tier follows the GPU, never `pointer: coarse` (one game's
86
+ `src/view/device.ts`). A desktop window in touch emulation reports a coarse pointer and would get the
87
+ phone's budget; the touch layout still follows the pointer.
88
+
89
+ ## Beyond deep
90
+
91
+ Bigger games are not a different method: an online world, a massively multiplayer game or a live game keeps the same three
92
+ loops at a higher setting, plus systems of its own. The server decides what is true (server
93
+ authority). Content pipelines run at scale (generated chunks kept only when bots reach them, skill
94
+ `funpixel-game-logic` content-at-scale). Live operations add events, balance patches and telemetry.
95
+ Start from the multiplayer relay and `@funpixel/sdk/multiplayer` (skill `funpixel-game-spine`).
96
+
97
+ ## The upload contract
98
+
99
+ This applies only when the game will be uploaded to Funpixel (`funtools pack`, `publish`, the
100
+ Studio). A game hosted elsewhere is free of it. `init` scaffolds it, and `pack` and `publish` warn
101
+ when an item is missing, naming the tool that would break:
102
+
103
+ | Item | Who reads it |
104
+ |---|---|
105
+ | `package.json`, `index.html`, `tsconfig.json`, `src/` at the root; no nested project | the builder (pnpm, `tsc`, vite) and `crates/funpixel-linter/src/game_layout.rs` |
106
+ | generated art and sound under `public/assets/` | the Studio's file tree and runtime URLs (`game_layout.rs`) |
107
+ | `funpixel.json` | publish and the Studio |
108
+ | `__FPX_STATE__`, `__FPX_VIEWS__` | verify, capture and the hosted probe (`fpx-hooks.ts`, `HOOKS.md`) |
109
+ | `__THREEJS_RENDERER__`, `__THREEJS_SCENE__`, `__THREEJS_CAMERA__`, or `__PIXI_APP__` | the inspector and profiler devtools |
110
+ | the engine bundled from `dependencies` (no CDN, no import map) | the preview's engine mapping (`engine_gate.rs`) |
111
+ | `.harnessignore` | the staged copy `funtools pack` and `publish` upload: notes, tools, raw art, tests and env files stay private |
112
+
113
+ The builder passes `--base ./` and replaces `vite.config.ts` with its own, so keep shipping values
114
+ in `src/`. `pack` also flags leak words (vendor names, scratch paths), dependencies that are not plain
115
+ semver, and tooling packages in `dependencies`.
116
+
117
+ A showcase-grade game runs its creator on the strongest model you have, as well as its critics.