@funpixel/tools 0.0.0-stage → 0.1.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +115 -0
- package/NOTICE +28 -0
- package/README.md +110 -2
- package/bench/LICENSE +674 -0
- package/bench/README.md +10 -0
- package/bench/entrypoint.py +94 -0
- package/bench/handlers/__init__.py +53 -0
- package/bench/handlers/apply_skin.py +192 -0
- package/bench/handlers/apply_texture.py +195 -0
- package/bench/handlers/audit_clips.py +351 -0
- package/bench/handlers/author_clips.py +297 -0
- package/bench/handlers/author_motion.py +298 -0
- package/bench/handlers/bake_emissive.py +136 -0
- package/bench/handlers/build_level.py +395 -0
- package/bench/handlers/decimate.py +220 -0
- package/bench/handlers/fit_rig.py +273 -0
- package/bench/handlers/fracture.py +233 -0
- package/bench/handlers/humanoid.py +119 -0
- package/bench/handlers/inspect.py +212 -0
- package/bench/handlers/level_check.py +68 -0
- package/bench/handlers/level_geo.py +150 -0
- package/bench/handlers/level_proof.py +117 -0
- package/bench/handlers/level_props.py +135 -0
- package/bench/handlers/lod.py +83 -0
- package/bench/handlers/merge_clips.py +122 -0
- package/bench/handlers/mirror_limb.py +336 -0
- package/bench/handlers/motion_specs.json +11 -0
- package/bench/handlers/normalize_materials.py +182 -0
- package/bench/handlers/normalize_transform.py +174 -0
- package/bench/handlers/prune_clips.py +141 -0
- package/bench/handlers/raster.py +98 -0
- package/bench/handlers/render.py +239 -0
- package/bench/handlers/render_views.py +101 -0
- package/bench/handlers/retarget_clips.py +185 -0
- package/bench/handlers/scene.py +311 -0
- package/bench/handlers/sheet.py +118 -0
- package/bench/handlers/texels.py +176 -0
- package/bench/handlers/views.py +232 -0
- package/dist/api/generated/openapi.js +1 -0
- package/dist/api/http.js +71 -0
- package/dist/api/jobs.js +94 -0
- package/dist/assets/bakeoff.js +61 -0
- package/dist/assets/counts.js +60 -0
- package/dist/assets/gen.js +230 -0
- package/dist/assets/lock.js +77 -0
- package/dist/assets/manifest.js +236 -0
- package/dist/assets/palette-fit.js +99 -0
- package/dist/assets/pixelart.js +192 -0
- package/dist/assets/pixels.js +131 -0
- package/dist/assets/plan.js +169 -0
- package/dist/assets/process.js +209 -0
- package/dist/assets/script.js +194 -0
- package/dist/assets/steps.js +294 -0
- package/dist/bin.js +8 -0
- package/dist/board/board.js +99 -0
- package/dist/cast/library.js +102 -0
- package/dist/cast/measure.js +222 -0
- package/dist/cli.js +2917 -0
- package/dist/clip/clip.js +83 -0
- package/dist/commands/account.js +158 -0
- package/dist/commands/assets-pixels.js +106 -0
- package/dist/commands/assets.js +473 -0
- package/dist/commands/beats.js +77 -0
- package/dist/commands/board.js +162 -0
- package/dist/commands/boxes.js +89 -0
- package/dist/commands/capture-all.js +92 -0
- package/dist/commands/cast.js +84 -0
- package/dist/commands/character.js +58 -0
- package/dist/commands/check.js +404 -0
- package/dist/commands/clip.js +112 -0
- package/dist/commands/compare-takes.js +204 -0
- package/dist/commands/compare-target.js +149 -0
- package/dist/commands/compare.js +117 -0
- package/dist/commands/compose-variations.js +202 -0
- package/dist/commands/compose.js +163 -0
- package/dist/commands/cut.js +13 -0
- package/dist/commands/decide.js +90 -0
- package/dist/commands/depth.js +171 -0
- package/dist/commands/dev.js +138 -0
- package/dist/commands/directions.js +106 -0
- package/dist/commands/doctor.js +281 -0
- package/dist/commands/export.js +88 -0
- package/dist/commands/feedback.js +496 -0
- package/dist/commands/feel.js +144 -0
- package/dist/commands/fidelity.js +95 -0
- package/dist/commands/find.js +116 -0
- package/dist/commands/firstlook.js +138 -0
- package/dist/commands/flow.js +600 -0
- package/dist/commands/framing.js +53 -0
- package/dist/commands/gdd.js +227 -0
- package/dist/commands/gen.js +512 -0
- package/dist/commands/greenlight.js +148 -0
- package/dist/commands/hook.js +171 -0
- package/dist/commands/init.js +234 -0
- package/dist/commands/inspect.js +161 -0
- package/dist/commands/job.js +41 -0
- package/dist/commands/jobs.js +87 -0
- package/dist/commands/journal.js +58 -0
- package/dist/commands/journey.js +228 -0
- package/dist/commands/judge.js +191 -0
- package/dist/commands/lanes.js +571 -0
- package/dist/commands/lessons.js +74 -0
- package/dist/commands/life.js +134 -0
- package/dist/commands/login.js +134 -0
- package/dist/commands/look-3d.js +105 -0
- package/dist/commands/look-fit.js +116 -0
- package/dist/commands/look-hud.js +180 -0
- package/dist/commands/look-read.js +162 -0
- package/dist/commands/look-sheet.js +152 -0
- package/dist/commands/look-theme.js +136 -0
- package/dist/commands/look.js +373 -0
- package/dist/commands/loop.js +112 -0
- package/dist/commands/loudness.js +69 -0
- package/dist/commands/mobile-qa.js +119 -0
- package/dist/commands/model.js +256 -0
- package/dist/commands/models.js +93 -0
- package/dist/commands/motion.js +305 -0
- package/dist/commands/next.js +72 -0
- package/dist/commands/note.js +294 -0
- package/dist/commands/optimize.js +212 -0
- package/dist/commands/owner.js +109 -0
- package/dist/commands/pack.js +66 -0
- package/dist/commands/parts.js +635 -0
- package/dist/commands/phone.js +398 -0
- package/dist/commands/pick.js +146 -0
- package/dist/commands/pitch.js +205 -0
- package/dist/commands/places.js +89 -0
- package/dist/commands/play.js +368 -0
- package/dist/commands/playable.js +51 -0
- package/dist/commands/playtest.js +262 -0
- package/dist/commands/profile.js +292 -0
- package/dist/commands/progress.js +537 -0
- package/dist/commands/publish.js +165 -0
- package/dist/commands/reach.js +72 -0
- package/dist/commands/reel.js +177 -0
- package/dist/commands/review.js +112 -0
- package/dist/commands/rooms.js +180 -0
- package/dist/commands/schema.js +29 -0
- package/dist/commands/score.js +326 -0
- package/dist/commands/serve.js +67 -0
- package/dist/commands/setup.js +254 -0
- package/dist/commands/sim.js +179 -0
- package/dist/commands/simulator.js +154 -0
- package/dist/commands/smoke-build.js +305 -0
- package/dist/commands/smoke.js +37 -0
- package/dist/commands/spec.js +114 -0
- package/dist/commands/store.js +154 -0
- package/dist/commands/test.js +104 -0
- package/dist/commands/trailer.js +255 -0
- package/dist/commands/unity-editor.js +322 -0
- package/dist/commands/unity-player.js +672 -0
- package/dist/commands/unity.js +198 -0
- package/dist/commands/upgrade.js +186 -0
- package/dist/commands/variety.js +108 -0
- package/dist/commands/verify.js +293 -0
- package/dist/commands/walk.js +449 -0
- package/dist/commands/widen.js +133 -0
- package/dist/commands/world.js +175 -0
- package/dist/commands/wow.js +143 -0
- package/dist/commands/zero.js +71 -0
- package/dist/compose/adsheet.js +61 -0
- package/dist/compose/contract.js +248 -0
- package/dist/compose/facts.js +81 -0
- package/dist/compose/hyperframes.js +102 -0
- package/dist/compose/page.js +216 -0
- package/dist/compose/probe.js +160 -0
- package/dist/compose/run.js +170 -0
- package/dist/compose/sheet.js +92 -0
- package/dist/compose/starters.js +247 -0
- package/dist/compose/variations.js +203 -0
- package/dist/criteria.js +35 -0
- package/dist/depth/experience.js +61 -0
- package/dist/depth/fill.js +102 -0
- package/dist/depth/inventory.js +161 -0
- package/dist/depth/pacing.js +173 -0
- package/dist/depth/story.js +97 -0
- package/dist/dev/devtools.js +119 -0
- package/dist/dev/hold.js +46 -0
- package/dist/dev/lan.js +15 -0
- package/dist/dev/open.js +30 -0
- package/dist/dev/qr.js +124 -0
- package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
- package/dist/devtools/LICENSES/preact.LICENSE +21 -0
- package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
- package/dist/devtools/LICENSES/three.LICENSE +21 -0
- package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
- package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
- package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
- package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
- package/dist/direct/moves.js +234 -0
- package/dist/direct/read.js +59 -0
- package/dist/direct/round.js +80 -0
- package/dist/doctor/host.js +245 -0
- package/dist/doctor/unity-checks.js +380 -0
- package/dist/doctor/unity-history.js +589 -0
- package/dist/doctor/unity-host.js +160 -0
- package/dist/doctor/unity-import-rules.js +874 -0
- package/dist/doctor/unity-meta.js +225 -0
- package/dist/doctor/unity-project.js +297 -0
- package/dist/doctor/unity.js +171 -0
- package/dist/export/export.js +165 -0
- package/dist/export/metadata.js +25 -0
- package/dist/export/runtime.js +119 -0
- package/dist/export/scan.js +78 -0
- package/dist/export/select.js +193 -0
- package/dist/export/strip.js +42 -0
- package/dist/feedback/ab.js +55 -0
- package/dist/feedback/auto.js +44 -0
- package/dist/feedback/learn.js +255 -0
- package/dist/feedback/measure.js +49 -0
- package/dist/feedback/page.js +66 -0
- package/dist/feel/feedback.js +85 -0
- package/dist/feel/judge.js +420 -0
- package/dist/feel/run.js +185 -0
- package/dist/feel/spec.js +124 -0
- package/dist/feel/sweep.js +156 -0
- package/dist/fidelity/consistency.js +205 -0
- package/dist/fidelity/match.js +675 -0
- package/dist/fidelity/run.js +107 -0
- package/dist/find/keywords.js +97 -0
- package/dist/find/names.js +45 -0
- package/dist/find/route.js +59 -0
- package/dist/firstlook/quality.js +261 -0
- package/dist/firstlook/render.js +111 -0
- package/dist/firstlook/set.js +218 -0
- package/dist/flow/flow.js +455 -0
- package/dist/flow/look.js +139 -0
- package/dist/frame/behaviour.js +53 -0
- package/dist/frame/clock.js +117 -0
- package/dist/frame/contract.js +111 -0
- package/dist/frame/genre.js +65 -0
- package/dist/frame/idle.js +58 -0
- package/dist/frame/opening.js +171 -0
- package/dist/frames/loop.js +52 -0
- package/dist/frames/sheet.js +69 -0
- package/dist/gdd/book.js +483 -0
- package/dist/gdd/chapters.js +71 -0
- package/dist/gdd/design.js +135 -0
- package/dist/gdd/doc.js +32 -0
- package/dist/gdd/levelmap.js +428 -0
- package/dist/gdd/measures.js +477 -0
- package/dist/gdd/page.js +111 -0
- package/dist/gdd/rubric.js +250 -0
- package/dist/gdd/size.js +83 -0
- package/dist/gdd/tiers.js +148 -0
- package/dist/gdd/world.js +98 -0
- package/dist/gdd/worth.js +507 -0
- package/dist/gen/kinds.js +451 -0
- package/dist/gen/local/doctor.js +25 -0
- package/dist/gen/local/index.js +3 -0
- package/dist/gen/local/kokoro.js +334 -0
- package/dist/gen/local/master.js +248 -0
- package/dist/gen/local/provider.js +65 -0
- package/dist/gen/local/voice-rules.js +156 -0
- package/dist/gen/models.generated.js +469 -0
- package/dist/gen/models.js +53 -0
- package/dist/gen/prompt-lint.js +35 -0
- package/dist/gen/record.js +73 -0
- package/dist/gen/save.js +101 -0
- package/dist/gen/title.js +55 -0
- package/dist/gen/unity.js +334 -0
- package/dist/goals/goals.js +204 -0
- package/dist/goals/run.js +90 -0
- package/dist/greenlight/ambition.js +42 -0
- package/dist/greenlight/bible.js +138 -0
- package/dist/greenlight/lock.js +48 -0
- package/dist/greenlight/match.js +19 -0
- package/dist/greenlight/md.js +82 -0
- package/dist/greenlight/page.js +100 -0
- package/dist/greenlight/pitches.js +66 -0
- package/dist/greenlight/worth.js +90 -0
- package/dist/guidance.js +24 -0
- package/dist/init/bare.js +114 -0
- package/dist/init/git.js +56 -0
- package/dist/init/starter.js +166 -0
- package/dist/init/starters.js +179 -0
- package/dist/inspect/describe.js +125 -0
- package/dist/inspect/devserver.js +40 -0
- package/dist/journey/diff.js +74 -0
- package/dist/journey/from-round.js +44 -0
- package/dist/journey/record.js +76 -0
- package/dist/journey/run.js +139 -0
- package/dist/journey/script.js +223 -0
- package/dist/judge/common.js +60 -0
- package/dist/judge/identity.js +68 -0
- package/dist/judge/sources.js +37 -0
- package/dist/judge/structure.js +59 -0
- package/dist/keys/device.js +145 -0
- package/dist/keys/store.js +167 -0
- package/dist/lanes/fence.js +108 -0
- package/dist/lanes/gate.js +123 -0
- package/dist/lanes/lanes.js +355 -0
- package/dist/lanes/union.js +62 -0
- package/dist/lanes/where.js +49 -0
- package/dist/lessons/motifs.js +97 -0
- package/dist/lessons/store.js +56 -0
- package/dist/look/anim.js +206 -0
- package/dist/look/boxes.js +209 -0
- package/dist/look/dressing.js +24 -0
- package/dist/look/feedback.js +50 -0
- package/dist/look/fit.js +123 -0
- package/dist/look/held.js +92 -0
- package/dist/look/hook.js +169 -0
- package/dist/look/hud.js +189 -0
- package/dist/look/image-io.js +50 -0
- package/dist/look/life.js +96 -0
- package/dist/look/light.js +42 -0
- package/dist/look/look.js +85 -0
- package/dist/look/loops.js +108 -0
- package/dist/look/made-of.js +242 -0
- package/dist/look/moments.js +32 -0
- package/dist/look/motion.js +44 -0
- package/dist/look/phone-play.js +142 -0
- package/dist/look/player.js +32 -0
- package/dist/look/png.js +117 -0
- package/dist/look/readability.js +100 -0
- package/dist/look/roles.js +109 -0
- package/dist/look/sheet.js +104 -0
- package/dist/look/theme.js +278 -0
- package/dist/look/touch.js +129 -0
- package/dist/look/ui-style.js +102 -0
- package/dist/machine/procs.js +117 -0
- package/dist/managed.js +15 -0
- package/dist/mcp/hosted.js +174 -0
- package/dist/mcp/models.generated.js +538 -0
- package/dist/mcp/models.js +35 -0
- package/dist/mcp/server.js +330 -0
- package/dist/memory/decisions.js +138 -0
- package/dist/memory/journal.js +108 -0
- package/dist/model/bench.js +83 -0
- package/dist/model/blender.js +106 -0
- package/dist/model/clips.js +34 -0
- package/dist/model/finalize.js +33 -0
- package/dist/motion/checks.js +173 -0
- package/dist/motion/contract.js +177 -0
- package/dist/motion/encode.js +37 -0
- package/dist/motion/render.js +167 -0
- package/dist/motion/starter.js +54 -0
- package/dist/optimize/check.js +29 -0
- package/dist/optimize/helper.js +80 -0
- package/dist/owner/bar.js +285 -0
- package/dist/owner/match.js +105 -0
- package/dist/pack/build.js +97 -0
- package/dist/pack/deps.js +28 -0
- package/dist/pack/leaks.js +77 -0
- package/dist/pack/limits.js +51 -0
- package/dist/pack/report.js +35 -0
- package/dist/phone/baguette.js +139 -0
- package/dist/phone/listen.js +65 -0
- package/dist/pipeline/pipeline.js +929 -0
- package/dist/plan/actions.js +18 -0
- package/dist/plan/notes.js +15 -0
- package/dist/play/clock.js +40 -0
- package/dist/play/condition.js +45 -0
- package/dist/play/frames.js +60 -0
- package/dist/play/input.js +118 -0
- package/dist/play/pointer.js +21 -0
- package/dist/play/report.js +124 -0
- package/dist/play/server.js +274 -0
- package/dist/play/session.js +231 -0
- package/dist/play/steps.js +192 -0
- package/dist/playable/build.js +90 -0
- package/dist/playable/cta.js +88 -0
- package/dist/playable/networks.js +33 -0
- package/dist/playable/scan.js +46 -0
- package/dist/playtest/after-round.js +60 -0
- package/dist/playtest/assemble.js +168 -0
- package/dist/playtest/experience-run.js +69 -0
- package/dist/playtest/experience.js +77 -0
- package/dist/playtest/facts.js +90 -0
- package/dist/playtest/fidelity.js +179 -0
- package/dist/playtest/history.js +115 -0
- package/dist/playtest/hits.js +48 -0
- package/dist/playtest/hosted.js +98 -0
- package/dist/playtest/keep.js +110 -0
- package/dist/playtest/ledger.js +77 -0
- package/dist/playtest/length.js +113 -0
- package/dist/playtest/measure.js +181 -0
- package/dist/playtest/mobile-qa.js +391 -0
- package/dist/playtest/mockups.js +198 -0
- package/dist/playtest/moments.js +28 -0
- package/dist/playtest/prepare.js +162 -0
- package/dist/playtest/rank.js +184 -0
- package/dist/playtest/report.js +209 -0
- package/dist/playtest/route.js +139 -0
- package/dist/playtest/seats.js +128 -0
- package/dist/playtest/sheet.js +38 -0
- package/dist/playtest/stop.js +54 -0
- package/dist/playtest/stuck.js +47 -0
- package/dist/production/contract.js +61 -0
- package/dist/production/mirror.js +96 -0
- package/dist/production/tier.js +66 -0
- package/dist/profile/compare.js +171 -0
- package/dist/progress/answers.js +35 -0
- package/dist/progress/holds.js +106 -0
- package/dist/progress/notify.js +25 -0
- package/dist/progress/progress.js +300 -0
- package/dist/publish/build.js +54 -0
- package/dist/publish/folder.js +106 -0
- package/dist/publish/funpixel.js +96 -0
- package/dist/publish/hosts.js +48 -0
- package/dist/reach/envelope.js +111 -0
- package/dist/reach/load.js +84 -0
- package/dist/reach/side.js +320 -0
- package/dist/reach/spec3d.js +338 -0
- package/dist/reach/tiles.js +163 -0
- package/dist/reel/encode.js +34 -0
- package/dist/reel/tour.js +81 -0
- package/dist/relay/bots.js +62 -0
- package/dist/relay/bridge.js +54 -0
- package/dist/relay/local.js +82 -0
- package/dist/relay/redis.js +40 -0
- package/dist/review/audio.js +72 -0
- package/dist/review/ledger.js +60 -0
- package/dist/review/media.js +114 -0
- package/dist/review/model.js +348 -0
- package/dist/review/picture.js +113 -0
- package/dist/review/specs.js +134 -0
- package/dist/review/video.js +248 -0
- package/dist/schema/game.js +308 -0
- package/dist/score/comfort.js +79 -0
- package/dist/score/light.js +62 -0
- package/dist/score/measure.js +386 -0
- package/dist/score/vision.js +59 -0
- package/dist/serve/webgl.js +415 -0
- package/dist/setup/lsp.js +42 -0
- package/dist/sim/curve.js +122 -0
- package/dist/sim/judge.js +240 -0
- package/dist/sim/skeleton.js +65 -0
- package/dist/simulator/lease.js +159 -0
- package/dist/simulator/orient.js +57 -0
- package/dist/simulator/screen.js +113 -0
- package/dist/simulator/simctl.js +79 -0
- package/dist/smoke/art.js +20 -0
- package/dist/smoke/checks.js +165 -0
- package/dist/smoke/logic.js +73 -0
- package/dist/smoke/orphans.js +78 -0
- package/dist/smoke/palette.js +16 -0
- package/dist/smoke/sources.js +36 -0
- package/dist/sound/beats.js +95 -0
- package/dist/sound/loudness.js +94 -0
- package/dist/spec/extract.js +123 -0
- package/dist/spec/lint.js +261 -0
- package/dist/spec/presets.js +30 -0
- package/dist/spec/rooms.js +188 -0
- package/dist/spec/scaffold.js +457 -0
- package/dist/spec/sections.js +16 -0
- package/dist/spec/tunables.js +74 -0
- package/dist/stage/harnessignore.js +90 -0
- package/dist/stage/stage.js +57 -0
- package/dist/stage/tar.js +41 -0
- package/dist/status/board.js +172 -0
- package/dist/status/file.js +112 -0
- package/dist/status/inbox.js +55 -0
- package/dist/status/status.js +311 -0
- package/dist/store/answers.js +47 -0
- package/dist/store/doctor.js +120 -0
- package/dist/store/images.js +65 -0
- package/dist/store/init.js +101 -0
- package/dist/store/lint.js +392 -0
- package/dist/store/plan.js +133 -0
- package/dist/store/sdks.js +107 -0
- package/dist/studio/forks.js +93 -0
- package/dist/studio/pitch.js +294 -0
- package/dist/studio/widen.js +212 -0
- package/dist/suite/node-run.js +81 -0
- package/dist/suite/test-types.js +71 -0
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# The actors contract: where everything stands
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`npx @funpixel/tools walk` plays every route from the title and judges the world as it goes;
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`life`, `framing` and `score` place and judge people, creatures and the hero. They read one global
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the game answers, in metres, y up, the feet at `x, y, z`:
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```ts
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window.__FPX_ACTORS__ = () => ({ unit: 'm', supports: ['gantryWalk'], actors: [
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{ id: 'ren', kind: 'player', type: 'person', x, y, z, h: 1.75, r: 0.35, ground: heightAt(x, z), node: 'player' },
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{ id: 'carter-3', kind: 'person', type: 'carter', scene: 'crane', task: 'haul', state: 'walk', reacting: 'wave', facing, x, y, z, h: 1.68, r: 0.3, ground, node: 'folk-3' },
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{ id: 'crab-3', kind: 'creature', type: 'crab', x, y, z, h: 0.32, r: 0.2, ground, solid: false, state: 'flee' },
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{ id: 'kite-1', kind: 'creature', type: 'kite', x, y, z, h: 0.4, r: 0.5, flying: true, ground },
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{ id: 'container-12', kind: 'prop', type: 'container', x, y, z, h: 2.6, w: 6.1, d: 2.44, yaw, ground },
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{ id: 'late-show', kind: 'machine', type: 'ship', landed: true, x, y, z, h: 13, w: 27, d: 9, yaw, ground: pad.top, mesh: 'lateShow' },
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{ id: 'pad', kind: 'prop', type: 'landing pad', support: true, x, y, z, h: 1.1, w: 28, d: 30, yaw, node: 'landingPad' },
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] });
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```
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| field | meaning |
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|---|---|
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| `id` | stable per actor (`framing --actors ren`, the hero of a `score` moment) |
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| `kind` | `player`, `person`, `creature`, `machine` or `prop`; a species or role word (`crab`, `townsfolk`, `npc`, `drone`) is read into one of those and kept as `type` |
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| `type` | what it is, the key into `funpixel.json` `scale`; missing = `species`, `role`, or the id without its number |
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| `x, y, z` | the feet, world space, metres (or `pos`/`position` as `{x,y,z}` or `[x,y,z]`) |
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| `h` | height; without it scale is not judged |
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| `r` or `w, d, yaw` | the footprint: a radius, or a box turned by `yaw` about +y |
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| `ground` | the height of what is under the feet (the terrain, or the pad's deck under a landed ship); without it floating is not observed. `ground: true` (a boolean) on an entry instead marks its mesh as ground others stand on, as `support: true` does |
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| `supports` | at the top of the answer: mesh names that are ground others stand on (a deck, a walkway, a pad) when their names do not say so |
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| `flying` (or `flies`) | meant to be in the air: judged for a flap, not for floating or collisions; on a vehicle or prop, left out of grounding |
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| `landed` | a vehicle or prop that must rest on the ground under its whole footprint, judged whatever its size |
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| `gait` | the gait preset it moves on (`walk`, `run`, `sneak`, `carry`, `limp`, `old`, `child`, `quadruped`, `flyer`; the starter's `src/motion.ts`): `life` notes travel far from the preset's design speed (the feet moonwalk or scramble, measured with `h` as its height) and a declared gait that slides |
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| `scene` (or `group`) | the little scene a person belongs to (`crane`, `stall`); people of one scene may stand close. It is authoritative: untagged people are read for one (facing each other within 2.5 m, or moving together) and reported "untagged: inferred scene"; two different tags close together are a clump |
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| `facing` (or `heading`) | a person's or creature's forward as a world yaw, `atan2(forward.x, forward.z)`; without it the node's own turn is read |
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| `solid` | default true; false for what may be walked through |
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| `task` | the loop it is on (`haul`, `patrol`, `errand`) |
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| `state` | what it is doing (`idle`, `walk`, `flee`); a change near the player counts as a reaction |
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| `reacting` | what it is doing because of the player (`wave`, `look`, `yield`, `flee`) |
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| `node` (or `mesh`) | the scene node's name, so `life` ties the animation it sees to this actor and its role, and `boxes`/`walk` find its mesh. With neither, an id is matched to a mesh by a word of it (`ship-lateShow` is the mesh `lateShow`), and for a machine or a landed entry by one name containing the other; a linked landed entry's `ground` and `x, z` are used to judge it |
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Also read as the contract: a bare array (`__FPX_ACTORS__ = () => [...]`), an `{ id: actor }` map,
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or an `actors` array in `__FPX_STATE__()`. With none, a Three scene is read from node names (ground
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not observed) and the report says so.
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## What reads it
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- `walk`: clipping, placement, floating, scale, stalls, challenge, losses and retry, people who
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move through space vs animate in place, the hero's face on a crowd, flyers without a flap,
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reactions; the crowd's placement (clumps within 1.5 m with no shared `scene`, tagged or inferred, stretches of the
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path with nobody in view, the count against `walk.crowd.people`); and every 4 s the world itself,
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as `boxes` reads it.
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- Big props and vehicles need no entry: `boxes` and `walk` read them from the scene (anything with
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a 2.5 m footprint, or a node named like a vehicle: ship, craft, crawler, truck…) and raycast the
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surfaces under where each touches down (its lowest vertices cell by cell, or its box's corners):
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hovering, hanging over a drop, sunk, judged against the nearest surface below it. Surfaces are the
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terrain (a mesh named `ground`, `terrain` or `floor`) and the supports: a mesh whose name ends in
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deck, pad, platform, ramp, bridge, pier, dock, floor, street, walkway, stairs (`rampDeck`,
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`landingPad`; not `padCrates`, not `padLeg`), one the contract lists in `supports` or marks
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`ground: true`/`support: true`, and one the player or a person is found standing on. A leg,
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trestle, piling or post going down into a pit with its top under a support is braced, not sunk; a
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railing or kerb within 1.5 m of its deck is attached. A painted cut-out stands where its picture's
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lowest opaque row does. Name the node in the contract with `landed: true` to judge a small one,
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`flying: true` to leave one out (a ship taking off). The headline lists the worst first, landed
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things and vehicles before props.
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- `boxes` and `walk` name a person or creature of the contract (with its `node`) built of a handful
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of boxes, whatever its size on screen (`BOX FIGURES`). A style lock that says the world is faceted
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(`flat-shaded`, `faceted`, `low-poly` in `design/style-block.txt`, `design/plan.md` or
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`funpixel.json` `metadata.artStyle`) keeps terrain and rock out of the boxes read ("style: faceted (not
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judged as boxes)") unless one facet covers more than 12% of the frame.
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- Routes in `funpixel.json` `walk.routes`:
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`[{ name, start: ["press Enter", "click .play"], hold: ["ArrowUp"], steer, progress, done, max_s, then, continue }]`.
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`steer` holds a state field near a value (`{ field: "lat", to: 0, lower: "ArrowLeft", raise:
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"ArrowRight" }`); with no lateral field, `waypoints: [[x, z], …]` (or a `path` in the state)
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steers by the player's position and learns which key turns which way. `then: "run01"` goes on
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from where a route arrives in the same page and the same film (a prologue, then the first run);
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`--chain a,b` does it ad hoc. A chained leg skips its `start` steps (they lead from the title) and
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plays its `continue` steps instead, if it has any. A leg that arrives in under 3 s (its `done`
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already held, often a chained leg with no `continue` steps) is "not observed" and nothing on it is
|
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+
judged.
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79
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+
- Framing is judged on time, not the mean: more than 15% of the walk outside the `framing` band
|
|
80
|
+
warns and names the stretches (`s 44–96 at 13–14% (floor 18%)`).
|
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81
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+
- The hero's face on a crowd is judged by CONTENT, for people only: a picture by its URL or pixel
|
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82
|
+
hash, a mesh by vertex count, bounds and name, so the hero's file loaded twice (once for the
|
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83
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+
player, once for the crowd) is still the hero's body; the shared parts are named.
|
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84
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+
- `life`: one view, the same life verdicts. Travel is labelled with its window (10 s) and defers to
|
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85
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+
`walk.json` when walk ran (people on task loops wait at their stops; a short look under-counts).
|
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86
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+
A moment whose view jumps through its payoff and fires every cue at once is flagged, not read as
|
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87
|
+
the world answering. `framing`: each actor's share of the frame. `score`: the hero's share
|
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88
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+
against the target's `hero_share` (a `--capture` still has no contract: the hero is "not read").
|
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89
|
+
- `funpixel.json` beside it: `scale` (metres), `framing` (`{ "ren": [0.16, 0.22] }`), `moments` and
|
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90
|
+
`accuracy_min`, `life` (`{ "people": "regex", "creatures": "regex" }` for node names; `"hero": "rides"`, or
|
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91
|
+
flies, rolls, swims, for a hero with no walk to judge),
|
|
92
|
+
`walk.crowd` (`{ "people": [6, 10], "clump_m": 1.5, "gap_m": 40 }`).
|
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93
|
+
|
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94
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+
Every finding is a warning; what the game does not expose is "not observed", never a pass.
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@@ -0,0 +1,62 @@
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1
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+
# The release bar and the panel
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2
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+
|
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3
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+
The bar is the minimum the team's best shipped games clear. The panel is how a game is judged
|
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4
|
+
against it: three critics, blind, from captures only, seven axes and an overall each (the phone
|
|
5
|
+
shots re-read on the same axes by every seat, `mobile` being that phone overall), gated as in
|
|
6
|
+
the bar's rule R1. The calibrated seat prompts and captures are the studio's historical
|
|
7
|
+
calibration. Apply the current scope and evidence rules here;
|
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8
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+
revised anchors have not yet been recalibrated against those games.
|
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9
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+
|
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10
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## The bar
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11
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+
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12
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Each item is checked from frames; `unseen` means no captured frame shows it, so capture the view
|
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that would.
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+
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| Item | Met when |
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16
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+
|---|---|
|
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17
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| `art_direction` | The frames break none of the five AD rules (matching `design/target.png` is the `art-director` agent's check, outside the scored panel) |
|
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18
|
+
| `consistency` | Assets belong to the declared direction; differences in materials, outlines or detail are intentional and readable; recurring characters keep their identity |
|
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19
|
+
| `motion` | Relevant actions and state changes read clearly across frames; intentional stillness is valid, while missing promised animation or an accidental bind pose is a finding |
|
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20
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+
| `juice` | The action has a readable result appropriate to the game; quiet placement and physical impact can use different techniques |
|
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21
|
+
| `fun` | The ramp is visible (a wave, an area, a new threat, not only speed), the end screen gives a reason to play again, and verify reached the designed resolution (a win or close, and a loss where the design has one) |
|
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|
+
| `screens` | A real title (the game's own art and name, a start control), play, pause, and an end screen with instant restart |
|
|
23
|
+
| `hud` | Every readout reads at phone size (no text under 12 px), never covers what the player steers, and draws the design's HUD idea in the game's theme |
|
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24
|
+
| `sound` | Promised audio is checked by verify and listening; intentional silence is valid. A still-frame seat marks sound `unseen` |
|
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|
+
| `input` | Keyboard and touch both wired; touch controls visible at phone size and within thumb reach |
|
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+
|
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27
|
+
## The seats
|
|
28
|
+
|
|
29
|
+
Run the `critic` agent once per seat, in parallel, and name the seat in the request ("You sit as
|
|
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|
+
the skeptic."). Each seat scores the same seven axes and overall; the persona decides what it looks at first.
|
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31
|
+
|
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+
| Seat | Looks first at | Typical finding |
|
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|
+
|---|---|---|
|
|
34
|
+
| Veteran player | The hit frames against the juice table, the visible ramp, the reason to play again | "the before and after frames do not distinguish a hit from a miss" |
|
|
35
|
+
| UX designer | What to steer, chase and press; the screen set as one system | "pause is reachable only by Esc; no touch route" |
|
|
36
|
+
| Mobile producer | The first six seconds at phone size: thumb reach, safe area, text, the store-listing look | "title art is cropped under the notch at 390x844" |
|
|
37
|
+
| Skeptic | What gives it away as unfinished or generated | "enemies are orange diamonds; the backdrop is in a second style"; "the crate has no ink line, every model does" |
|
|
38
|
+
|
|
39
|
+
**Blind** means each seat gets what the calibrated panel gets: the frames, a store description, the
|
|
40
|
+
five AD rules, the screen audit's numbers and its own previous verdict, and nothing else: no design
|
|
41
|
+
note, no target frame, no verify summary, no builder's explanation, no other seat's scores, no code.
|
|
42
|
+
On the same frames of one game, seats briefed with the note and the builder's summary scored 7.10 where
|
|
43
|
+
blind seats scored 6.90 (Sonnet, one panel each), and the whole in-loop panel ran 0.6 above the
|
|
44
|
+
calibrated anchored one, which also saw the payoff frame.
|
|
45
|
+
|
|
46
|
+
## Scoring
|
|
47
|
+
|
|
48
|
+
- Each seat scores seven axes and an overall per surface ([rubric.md](rubric.md)); its score on an
|
|
49
|
+
axis is the mean over its surfaces.
|
|
50
|
+
- The gate: the seats' `overall` mean at least 6.0 and their `lookAndFeel` mean at least 7.0,
|
|
51
|
+
on standard captures (every declared view at both sizes, play frames, the screen audit). That is
|
|
52
|
+
where all three bar games pass; 7.3 overall is the aim, on a curated set of the game's peak
|
|
53
|
+
moments, which costs about half a point less to reach.
|
|
54
|
+
- A missing bar item or high finding stays open even above those means. Under the gate, run a named fix round: merge the findings, fix the highest (a `missing` bar item
|
|
55
|
+
first), verify, capture every view at both sizes again, and re-seat all three. Judge, fix, confirm once, then stop: one confirm round per milestone, and a
|
|
56
|
+
third panel on it re-reads taste (`playtest report` counts them). When rounds stop moving the
|
|
57
|
+
means, hand back both means, the open findings and the next round in the note's `## Fix round`
|
|
58
|
+
table.
|
|
59
|
+
|
|
60
|
+
**The panel informs.** `playtest report` exits 0 whatever the panel says; `playtest report --min-score
|
|
61
|
+
6.5` fails under a number you ask for (CI, or a creator holding themselves to a floor). Only the owner's
|
|
62
|
+
`owner_gates.panel_min` in funpixel.json makes the panel stage an owner gate that may hold a session.
|
|
@@ -0,0 +1,69 @@
|
|
|
1
|
+
# Checks in funpixel.json, and the hooks in detail
|
|
2
|
+
|
|
3
|
+
## A check
|
|
4
|
+
|
|
5
|
+
```json
|
|
6
|
+
"checks": [
|
|
7
|
+
{ "mechanic": "left arrow moves the player", "verb": "moveLeft", "key": "ArrowLeft",
|
|
8
|
+
"field": "x", "expect": "decreases", "subject": "player", "times": 2 }
|
|
9
|
+
]
|
|
10
|
+
```
|
|
11
|
+
|
|
12
|
+
- `expect` is `increases`, `decreases` or `changed`.
|
|
13
|
+
- `key` presses the real key; `pointer` taps a real element (a CSS selector); with neither, the
|
|
14
|
+
check calls the verb.
|
|
15
|
+
- `trace: 12` holds the input for 12 frames and samples each one, which catches a jump that rises
|
|
16
|
+
and lands.
|
|
17
|
+
- `subject` also reads that object's position on screen, along `axis`: `"x"` (the default) or
|
|
18
|
+
`"y"`, so a jump or a fall with a subject needs `"axis": "y"`.
|
|
19
|
+
- `"sound": true` fails the check when its drive starts no sound.
|
|
20
|
+
- A mechanic with no input (a timer, gravity, a spawn) gets a verb that lets time pass, awaited by
|
|
21
|
+
the check: `async wait() { await new Promise((r) => setTimeout(r, 500)); }`, then
|
|
22
|
+
`"verb": "wait"`. There is no wait field.
|
|
23
|
+
|
|
24
|
+
One check per mechanic you claim is what lets verify say which one broke; a check that reaches the
|
|
25
|
+
win or the loss is what proves the loop closes.
|
|
26
|
+
|
|
27
|
+
Each check after the first starts from the play view entered again, with `window.__FPX_SEED__ = 1`
|
|
28
|
+
set first when the page has none. So a check that ends the round or lights a one-shot power-up does
|
|
29
|
+
not break the ones after it, as long as the play view's `enter()` starts a fresh round (the
|
|
30
|
+
scaffold's does). An `enter()` that resumes a round keeps what the last check left, which is worth
|
|
31
|
+
knowing when a later check fails for no reason of its own.
|
|
32
|
+
|
|
33
|
+
`--front-door` reads the same state. When `__FPX_STATE__()` names a `screen` (or `phase`, `view`,
|
|
34
|
+
`scene`, `countdown`, `started`), the press started the game only if one of those moved; the
|
|
35
|
+
button's own pressed style or a ripple on the canvas does not count. A countdown that runs on the
|
|
36
|
+
title passes once the state says so, for example `phase: 'countdown'`.
|
|
37
|
+
|
|
38
|
+
## The signature moment
|
|
39
|
+
|
|
40
|
+
`{ swarm: { moment: true, enter() {...} } }` in `__FPX_VIEWS__`: its `enter()` drives the game into
|
|
41
|
+
its payoff through its own rules (pack the horde, fire the shot; `funtools sim` names the seed and
|
|
42
|
+
time that stage the best one). A frame play cannot reach misleads
|
|
43
|
+
every reviewer who sees it, so the moment is staged by the rules, not drawn. `capture` plays it as a
|
|
44
|
+
burst (about 1.8 s) and keeps the frame at the heaviest `__FPX_MOMENT__` mark. A payoff that lands
|
|
45
|
+
after the last frame is reported with how late it was, since then every frame shows the run-up.
|
|
46
|
+
|
|
47
|
+
## Seeing the player
|
|
48
|
+
|
|
49
|
+
For Pixi, set `window.__PIXI_APP__` and give the player a `.label`. For Three, set
|
|
50
|
+
`window.__THREEJS_SCENE__`, `window.camera` and `window.THREE`, and give the player a `.name`. With
|
|
51
|
+
those, a check can say whether the player can be seen, not just whether a number moved: a player
|
|
52
|
+
hidden (`visible = false`, alpha 0, scale 0) while its position moves fails as "cannot be seen".
|
|
53
|
+
|
|
54
|
+
## Listening
|
|
55
|
+
|
|
56
|
+
Verify's `--json` carries an `audio` block (context state, sounds started, the most-played cues) and
|
|
57
|
+
each check's `sounds` and `sound_cues`, where `hit x4` is one hit playing four times. By hand, after
|
|
58
|
+
the first click `audio.ctx.state` is `'running'` (skill `funpixel-audio`).
|
|
59
|
+
|
|
60
|
+
## Many mechanics
|
|
61
|
+
|
|
62
|
+
The `qa-lead` agent turns a verdict into a short test plan when a game has many mechanics.
|
|
63
|
+
|
|
64
|
+
## The whole manifest, held to its shape
|
|
65
|
+
|
|
66
|
+
`npx @funpixel/tools schema` checks funpixel.json against every key a kit command reads (a mistyped
|
|
67
|
+
key is named with the one it meant; `--strict` makes it an error) and the plan files beside it:
|
|
68
|
+
`src/look.json`, `assets/assets.json`, `design/pipeline.json`, `design/spec/tunables.json` (a default
|
|
69
|
+
outside its range, a number with no reason) and a forged world (doors that name rooms it lacks).
|
|
@@ -0,0 +1,67 @@
|
|
|
1
|
+
# The experience bar: what the stills cannot see
|
|
2
|
+
|
|
3
|
+
The calibrated panel scores seven craft axes from still frames: look, readability, intuitiveness,
|
|
4
|
+
juice, fun as far as frames show it, mobile, HUD. Stills cannot see whether skill grows, whether new
|
|
5
|
+
things keep arriving, why anyone comes back, who wants what, which places a player remembers, where
|
|
6
|
+
a session breathes, or what the one idea is. The experience seats score those seven, 0–10 on fixed
|
|
7
|
+
anchors, beside the craft panel and never instead of it; the craft panel's words stay as calibrated.
|
|
8
|
+
The full bar, the hits' calibration and our games' scores are the studio's own record; this page carries what a run needs.
|
|
9
|
+
|
|
10
|
+
## Running it
|
|
11
|
+
|
|
12
|
+
1. `npx @funpixel/tools playtest` as usual. The blind player's round is now a long session
|
|
13
|
+
(`--long 10`, about ten minutes of game time; `--long 0` for a short round), ending with "would
|
|
14
|
+
you come back tomorrow, and why?" (`come_back` in its report).
|
|
15
|
+
2. After the round is filed, `npx @funpixel/tools playtest experience` runs `funtools depth` for free
|
|
16
|
+
into the playtest's `experience/` folder and writes one prompt per experience seat: the designer
|
|
17
|
+
(depth, content, replay, the arc) and the storyteller (story, world, the arc, the signature).
|
|
18
|
+
`--quick` writes the designer only.
|
|
19
|
+
3. Run each seat as a fresh agent handed only its prompt file, as the craft seats are.
|
|
20
|
+
4. `npx @funpixel/tools playtest report` puts their means beside the genre hit's calibration, the
|
|
21
|
+
come-back answer, what the design claimed and nothing showed, and ranks their changes among the
|
|
22
|
+
next steps.
|
|
23
|
+
|
|
24
|
+
`npx @funpixel/tools depth` alone gives the evidence at any time: facts X1… (the bots' skill spread
|
|
25
|
+
from `sim`, the verb's windows from `feel`, the design's content tables, the shipped pictures, sounds,
|
|
26
|
+
music and words, what real play reached, the beat strip's numbers, the come-back answer, which
|
|
27
|
+
dimensions the GDD addresses), `text.md` (every sentence a player can read) and a beat strip.
|
|
28
|
+
|
|
29
|
+
## The evidence it reads, and what makes it better
|
|
30
|
+
|
|
31
|
+
| Dimension | Free evidence | What lets it measure more |
|
|
32
|
+
|---|---|---|
|
|
33
|
+
| depth and mastery | `sim` cohorts (skilled, naive, novice, idle), `feel` windows | `test/probes.ts` and `test/feel.json` (without them it says "not measured") |
|
|
34
|
+
| content and progression | the GDD's content tables (claims), real play's places and firsts a minute | a `place` field in `__FPX_STATE__` (level, room, world, garden, wave…); a debut column |
|
|
35
|
+
| replay | the long session's come-back answer | a long blind session on the current build |
|
|
36
|
+
| story and storytelling | `text.md`, the beat strip, the GDD | lines the player reads in play, not only in the design |
|
|
37
|
+
| world building | places reached, frames | a `place` field; each place's own look and rule on screen |
|
|
38
|
+
| emotional arc and pacing | beats a minute, the longest flat stretch, tension peaks and releases | a `tension` field (0–1) in the state; `sim` timelines for music |
|
|
39
|
+
| originality | the seats, the head to head | a signature named in the GDD's promise |
|
|
40
|
+
|
|
41
|
+
## Reading the scores
|
|
42
|
+
|
|
43
|
+
- **Delivered, not claimed.** The seats credit only what play, frames or readable text show, and
|
|
44
|
+
list the rest as `claimed`. Our games' largest gaps were claims: six gardens of which play reached
|
|
45
|
+
one, eight worlds of which play reached two levels. A playtest that plays further scores more
|
|
46
|
+
without a line of code changing.
|
|
47
|
+
- **A slice is capped where only a longer game can go.** Content above about 4, replay and world
|
|
48
|
+
above about 6, and an arc above about 6 need more than one level. Compare a slice to its hit on
|
|
49
|
+
depth, story and originality, where a slice can reach the hit; read the rest as distance to a
|
|
50
|
+
full game.
|
|
51
|
+
- **The two seats agreed within one point on 97 of 98 dimension scores** (the hits and our six
|
|
52
|
+
games; one split of 3 on Suika Game's originality), and re-runs on lightly changed evidence moved
|
|
53
|
+
a game's mean by 0.14 at most. Differences under 0.5 on one dimension are noise.
|
|
54
|
+
- **The genre hit is not always high here.** Suika Game scores 3.1 (no story, no world, one jar),
|
|
55
|
+
Pac-Man Championship Edition DX 4.7; Hades 8.1 and Celeste 8.0. A craft score at the hit's and an
|
|
56
|
+
experience score far under it is the gap the owner named: the hits' extra point is depth.
|
|
57
|
+
|
|
58
|
+
## What moves a game on this bar, cheapest first
|
|
59
|
+
|
|
60
|
+
1. Wire `test/probes.ts`: the skill spread is the whole depth score's evidence, and a naive bot that
|
|
61
|
+
wins as fast as a skilled one is the most common depth finding.
|
|
62
|
+
2. Put `place` and `tension` in `__FPX_STATE__`, so `depth` can count places and draw the arc.
|
|
63
|
+
3. Make the reachable game match the claimed one: a long blind session that reaches the later
|
|
64
|
+
levels, or a design that claims what play reaches.
|
|
65
|
+
4. One want, one turn, one payoff told through play (a place that changes as it is saved, an end
|
|
66
|
+
card that pays the first screen's want off).
|
|
67
|
+
5. A reason to come back tomorrow that the title shows (a daily seed, an unlock, a best per level).
|
|
@@ -0,0 +1,54 @@
|
|
|
1
|
+
# Looking closer: inspect, profile, phone, clip
|
|
2
|
+
|
|
3
|
+
Four local, free looks for when a verdict says *that* something is wrong and you want to see *what*.
|
|
4
|
+
Each reports and never judges; pick the one that answers your question.
|
|
5
|
+
|
|
6
|
+
| Question | Look | What comes back |
|
|
7
|
+
|---|---|---|
|
|
8
|
+
| What is this thing on screen, and where is it made? | `npx @funpixel/tools inspect --at 50%,80%` or `--name hero` | each object under the point (HUD first), its state, the source `file:line` that created it |
|
|
9
|
+
| Why did it throw? | `npx @funpixel/tools inspect` | every runtime error so far at its source line, and `__FPX_STATE__()` |
|
|
10
|
+
| What did my change cost? | `npx @funpixel/tools profile --views playing --compare` | the moved numbers against the last run made the same way, GPU time when the browser has the timer |
|
|
11
|
+
| Does it work in real iPhone Safari? | `npx @funpixel/tools phone` | screenshots from the iOS Simulator, the controls and their sizes, WebKit's frames and errors |
|
|
12
|
+
| How does it feel in motion? | `npx @funpixel/tools reel --frames-only`, then `npx @funpixel/tools clip` | 12-frame strips and one prompt per clip seat for your own agent |
|
|
13
|
+
|
|
14
|
+
## inspect
|
|
15
|
+
|
|
16
|
+
The platform's inspector (the one a person clicks in the Studio) answers from the game's own dev
|
|
17
|
+
server, so it needs `npm install` and a Pixi or Three game; `--url` points it at a running
|
|
18
|
+
`funtools dev`. `--view`, `--verbs` and `--front-door` get to the state first. On the scaffold,
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`--name player` answered `player (Container) … made at src/game.ts:18 const box = new
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PIXI.Container();` — the factory line; the call that used the factory is one step up in your
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code. Name the objects you will ask about (`label` in Pixi, `name` in Three); unnamed ones read as
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`Graphics` or `Sprite_12`. A planted `null.a` two lines under a TypeScript interface came back at
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its true line (104), where the raw transformed file said 86.
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## profile --compare
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Frame times in a headless browser sit at the display's 16.7 ms until the CPU runs out, so a heavy
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change can leave them flat. On the scaffold, 30 blurred glows left frame p95 at 16.7 ms while GPU
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p95 went 0.67 → 11.78 ms and draw calls 2 → 274; taking them out read as the same numbers falling.
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The burn rate counts frames over the budget (`--budget`, default 18 ms) against a 1% allowance: 1×
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is right at the line, 3× sustained, 10× a stutter. Runs are compared only when made the same way
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(seed, viewport, throttle, renderer, frames); a changed condition is named instead. Moves inside
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±5% are noise between two runs, `--repeat 3` narrows it.
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+
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## phone
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Optional: an Apple Silicon Mac, Xcode 26 and `brew install baguette` (`doctor` says which is
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missing). It opens the built game in Mobile Safari, taps the start control it finds by name, plays
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for `--seconds` and screenshots each step; `--taps "20%,80% 80%,80%"` presses during play. Its
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frame numbers are WebKit's pacing on the Mac, not a phone's speed; its value is WebKit itself:
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layout under Safari's bars and the notch, a start control that answers in Chrome and not in
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Safari. On the scaffold the page measured 402x714 CSS px under Safari's bars (Chromium's phone view
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is 390x844 with no bars) with every safe-area inset 0, and Play moved `screen` from `title` to
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`playing`. `--orientation landscape` plays too (its taps are mapped to the turned screen). The four
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looks from cheapest (Chromium, `--engine webkit`, `phone`, your own iPhone through `dev --phone`)
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and when each earns its cost: skill `funpixel-mobile-ui`, `references/phone-check.md`.
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## clip
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Stills cannot judge feel. `clip` cuts strips of 12 consecutive frames, one per payoff the game
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marked with `__FPX_MOMENT__` and the rest spread over the run, and writes a prompt for a `player`
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and an `animator` seat (feel, juice, motion, clarity; each cites strips and frames). Run each prompt
|
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in a fresh agent with no other context, then `clip report`. Its words are separate from the
|
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calibrated still panel's, so its scores are not comparable to the panel's numbers or the hits'.
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@@ -0,0 +1,126 @@
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# Plan fidelity: what was planned against what was built
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3
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The critic panel never sees the plan, so it cannot see that the game drifted from it. A
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third-person horror chapter (29 Sep 2026) scored 6.55 overall and 7.62 on look
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5
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from the panel; a blind judge holding the same build against its own GDD gave art direction 4 and
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6
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+
creative direction 3, and named what the panel could not: the thesis frame's fingers missing from
|
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7
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+
the seam, the first walker at arm's length instead of far down the corridor, a stencil colour that
|
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8
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+
had drifted, a camera low and to the side where the plan put it high over the shoulder. A pass later
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held the dark, the camera and the stencils (AD-3 held) and still missed the fingers. That judge is now
|
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+
the fidelity seat in `funtools playtest`.
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+
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## What the seat sees, and nothing else
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+
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14
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- The GDD's creative direction in its own words: the pitch, the promise, the thesis, the 6-second ad.
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- The declared style (the first paragraph under the look or art direction heading).
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+
- The AD rules.
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- Each target frame's moment and intent (what the frame must carry).
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- The measured facts (F…, and P1: which moments were paired and which were not, and why).
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- Image pairs: the target frame beside the game's frame of the same moment, and a strip of
|
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20
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+
consecutive frames when the moment is animated.
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+
- The last round's findings, last.
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22
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+
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+
It scores each moment on art (camera and composition, light, materials, how the actors read, the
|
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24
|
+
world's marks, the grade) and creative (does the frame carry the moment's intent), 0–10; then art
|
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25
|
+
direction and creative direction overall, each AD rule as held, partly or broken, and five changes.
|
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26
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+
It ignores the HUD, and where the plan's words and its own picture disagree, the words win.
|
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27
|
+
|
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28
|
+
## Pairing the moments
|
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29
|
+
|
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30
|
+
The GDD template's target-frames table ties each target to its moment:
|
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31
|
+
|
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32
|
+
| Moment | Target | Game frame | Intent | Pins |
|
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33
|
+
|---|---|---|---|---|
|
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|
+
| 1:00 the first walker | design/first-look/frame-walker.png | view firstWalker | dread: a lone figure far down the corridor, joints lit, torso dark | AD-2, AD-3 |
|
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35
|
+
|
|
36
|
+
A game frame is a declared view (`view firstWalker`, shot by `capture --all`), a journey mark
|
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37
|
+
(`journey chapter1 walker`, the frame the latest run held at that mark) or a file. With no table,
|
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38
|
+
`design/target.png` is paired with the play view. A moment with no game frame is listed in P1 with
|
|
39
|
+
the reason, never scored.
|
|
40
|
+
|
|
41
|
+
**Shoot the moment the plan means, not a fixed timestamp.** The walker at the six metres the target
|
|
42
|
+
drew, the splice as it completes, the merge at its pop. A view whose `enter()` replays a recorded run
|
|
43
|
+
to that beat (the playtest reference's `game.replay.seek('first-walker')`), or a journey mark placed
|
|
44
|
+
at it, lands there on every build; a clock time drifts the first time the level changes. Two of our
|
|
45
|
+
own fallback pairs show the cost: one game's play view was captured with an empty basket, so the
|
|
46
|
+
seat could only say the target's pile and squish were missing; another's was captured before
|
|
47
|
+
any sneeze, so the flowers the target promises were not on the ground.
|
|
48
|
+
|
|
49
|
+
**Or pin it to a time on the saved route, and name both.** From the first playtest on, the blind
|
|
50
|
+
player's steps are kept as the route (`test/journeys/playtest-route.json`) and every playtest replays
|
|
51
|
+
it with the same viewport and seed. A game frame `at 1:00` (or a moment written `1:00 the first
|
|
52
|
+
walker`) is the route's frame at that time on the script's own clock: like with like every round,
|
|
53
|
+
as the horror chapter's films were (0:10, 1:00, 2:00, 3:00, 5:00). A row that names both, `at 1:00, view
|
|
54
|
+
firstWalker`, is judged on the played frame, and the view stays beside it as the staged frame. When
|
|
55
|
+
the played route never reaches what a staged view or a lane's file shows (no moment, screen or beat
|
|
56
|
+
by that name in play), the report says so: the horror chapter's diver was showcase art in its lane's frame
|
|
57
|
+
and "a few coral points" in play. A moment past the route's end is play that never got there. Keep
|
|
58
|
+
the route while the level holds; when the level changes, record a new one (`journey record
|
|
59
|
+
playtest-route --force`) and read the history's next column as a new baseline, which the report marks.
|
|
60
|
+
|
|
61
|
+
## How the judging is kept honest
|
|
62
|
+
|
|
63
|
+
Borrowed, with credit, from Scenario's quality skills (MIT; research 06 §2.2–2.3):
|
|
64
|
+
|
|
65
|
+
- **The rubric comes first** (Scenario). The plan's words were written before the build; a rubric
|
|
66
|
+
written after seeing the frames inherits their flaws. Every miss cites the line it fails:
|
|
67
|
+
`[AD-2]`, `[intent: the seam]`, `[direction]`.
|
|
68
|
+
- **Declared style is intent, never a finding**. Pixel art that looks pixelated is
|
|
69
|
+
what was asked for; the style applied inconsistently still is a finding.
|
|
70
|
+
- **Sweep an animated moment for identity** (Scenario). Across a strip, a named part gained, lost,
|
|
71
|
+
recoloured or reshaped is drift; a part moving with the action is animation. A spot check at one
|
|
72
|
+
frame missed a defect that faded in half a second later.
|
|
73
|
+
- **Facts over the frame**. The numbered facts outrank a reading of one picture: a
|
|
74
|
+
world that looks empty in one frame while the facts count what is off-camera is not empty.
|
|
75
|
+
- **Adjudicate the last round**. Each earlier finding comes back marked fixed,
|
|
76
|
+
unchanged or worse, and a score whose evidence did not change does not move.
|
|
77
|
+
|
|
78
|
+
## The plan's interface: UI and UX as imagined or not
|
|
79
|
+
|
|
80
|
+
The owner's second question, from that game's lane: is the interface the one the plan designed?
|
|
81
|
+
Its GDD draws its phone HUD and its message screen as HTML at 852 × 393, each element
|
|
82
|
+
numbered with a line of spec ("1 collar ring: health, five cyan lights"; "nothing sits in the middle
|
|
83
|
+
of the screen"). When a GDD has such mockups (a `.phone` or `[data-mockup]` element in any page under
|
|
84
|
+
`design/`, the first look's `hud.html` first), `funtools playtest` renders each as an element
|
|
85
|
+
screenshot and pairs it with the game's same screen, captured through a view at phone size in touch
|
|
86
|
+
mode (the GDD's `| Screen | Mockup | Game frame |` row names the view; a HUD pairs with the play
|
|
87
|
+
view). A still auto-presses a screen that waits for input, so a screen that waits is opened through
|
|
88
|
+
a view, never reached by a capture pressing on.
|
|
89
|
+
|
|
90
|
+
Pictures count as mockups too: the style bible's `**HUD target:**` and `**Title target:**` lines
|
|
91
|
+
(skill `funpixel-art`, ui.md) and a GDD mockups row naming an image pair with the play and
|
|
92
|
+
title views, carrying the bible's `## UI` section as their words. The seat also reads `look --hud`'s
|
|
93
|
+
dressing facts (system type, dark neutral plates, the scaffold's own glyphs, icons typed as
|
|
94
|
+
characters, a plain wordmark), and
|
|
95
|
+
judges the title as a player meets it: look, readability and whether it makes one want to press
|
|
96
|
+
Play, beside the genre hit's opening when a still named `title` or `opening` is in its evidence.
|
|
97
|
+
|
|
98
|
+
After the blind round, `playtest experience` also writes the UI seat (`panel/fidelity-ui.md`): the
|
|
99
|
+
screens' words and numbered elements, the plan's interface rules, the image pairs, and the blind
|
|
100
|
+
phone player's round as play facts, because UX is how it plays (a goal the player could not find,
|
|
101
|
+
a dodge never taught). Per screen it scores ui (layout, what sits on the character against the
|
|
102
|
+
glass, sizes, the visual language) and ux (does it work as intended); each numbered element held,
|
|
103
|
+
partly or missing; what the game adds that the plan does not have, and whether each serves or fights
|
|
104
|
+
the plan's rules; then UI and UX fidelity and five changes. The report puts them beside the art
|
|
105
|
+
seat's scores and ranks the changes, a missing planned element first. On that game's two mockups
|
|
106
|
+
it gave UI 5 and UX 4: of 15 planned elements 3 held, 8 partly and 4 missing, and four additions
|
|
107
|
+
(a tutorial line at top centre, a permanent minimap) fought "nothing sits in the middle".
|
|
108
|
+
|
|
109
|
+
## Reading the result
|
|
110
|
+
|
|
111
|
+
The report puts art direction and creative direction beside the last round, each rule's state, and
|
|
112
|
+
ranks the seat's changes among the next steps (a broken rule first). A low creative score with a
|
|
113
|
+
held look usually means the moment was shot at the wrong time or the frame's subject is missing;
|
|
114
|
+
fix the view or the moment before the art. When three of our games were judged against their
|
|
115
|
+
single target frame, one kept its palette and lantern design (art 8) but lost the wheel of
|
|
116
|
+
lanterns and the visible chain (creative 6); another built the target's set but not its round felt
|
|
117
|
+
critters or the squish (5 and 3, AD-1 broken).
|
|
118
|
+
|
|
119
|
+
## After a greenlight lock: reference-match rounds
|
|
120
|
+
|
|
121
|
+
When `design/greenlight/lock.json` exists (skill `funpixel-gdd`, the greenlight), the seat reads the
|
|
122
|
+
style bible's locked target table first, its facts name the locked version and anything changed
|
|
123
|
+
since, and its brief gains `panel/reference-match.md`: compare the establishing view first, then
|
|
124
|
+
the player's view, and list the biggest differences between the accepted pictures and the running
|
|
125
|
+
game, each with the one change that closes it. Those targets cleared the genre hit before any code,
|
|
126
|
+
so a large gap here is the build falling short of its own plan, not the plan's taste.
|
|
@@ -0,0 +1,31 @@
|
|
|
1
|
+
# Comparing a slice against a genre hit
|
|
2
|
+
|
|
3
|
+
Use this when the person asks for the stronger bar. A short, satisfying loop can be compared
|
|
4
|
+
fairly without promising a commercial game's content volume. Pick a named genre hit and state
|
|
5
|
+
which skill and device the comparison covers before judging. The internal 6.0 overall / 7.0 look
|
|
6
|
+
floor is still useful; it does not certify this comparison.
|
|
7
|
+
|
|
8
|
+
The provisional bands from the platform's HITS_CALIBRATION evaluation are:
|
|
9
|
+
|
|
10
|
+
1. Overall and look-and-feel each within 0.5 of the chosen hit, using the same unanchored rubric.
|
|
11
|
+
2. Fun and juice each within 1.0 of it. Stills only partly observe these: add actual play and
|
|
12
|
+
matched motion evidence, and report what the reviewer could not observe.
|
|
13
|
+
3. Order-normalized head-to-head win rate at least 0.375, with the player seat winning or tying
|
|
14
|
+
at least one pair. Use phone against phone when the hit ships there; otherwise desktop against
|
|
15
|
+
desktop. This is not a raw count of wins in eight calls.
|
|
16
|
+
|
|
17
|
+
Keep the supplied platform evaluator's normalization unchanged and record its inputs and result.
|
|
18
|
+
If that evaluator is unavailable, keep both presentation orders and raw seat verdicts, mark the
|
|
19
|
+
normalized criterion uncomputed, and do not invent a pass. These thresholds came from a small
|
|
20
|
+
calibration set and need further validation; disclose that in the review.
|
|
21
|
+
|
|
22
|
+
Use like-for-like evidence: a normal playable moment against a normal playable moment, comparable
|
|
23
|
+
viewport, duration and UI visibility. No trailer against raw gameplay. Seat reviewers blind to
|
|
24
|
+
who made each game. Separate appearance findings from directly observed controls and rhythm.
|
|
25
|
+
Do not show other seats' scores or the target score to a reviewer before its verdict.
|
|
26
|
+
|
|
27
|
+
Keep each round's source fingerprint, captures, clip paths, player report, reference, rubric,
|
|
28
|
+
seat verdicts and normalized result. Fix the highest actionable difference, then rebuild and
|
|
29
|
+
repeat the same protocol. At the fix-round limit, report the shortfall and the next concrete
|
|
30
|
+
change; never lower the bar to make a green badge. The person's own play session remains a
|
|
31
|
+
separate acceptance step, recorded only when it happens.
|
|
@@ -0,0 +1,77 @@
|
|
|
1
|
+
# Journeys: the real controls, replayed
|
|
2
|
+
|
|
3
|
+
A scene in `__FPX_VIEWS__` reproduces a state; it says nothing about whether a player can reach
|
|
4
|
+
it. A journey is the other half: what a player does from the visible start, through the real
|
|
5
|
+
controls, kept as a script that replays on the same seed and the same screen size, so two runs can
|
|
6
|
+
be set side by side. OpenAI's Astra write-up keeps the two apart for this reason, and our own games
|
|
7
|
+
show why: a staged victory passed every check while the real Play button did nothing (the front
|
|
8
|
+
door: Sonnet pressed it in 1 of 72 lab sessions).
|
|
9
|
+
|
|
10
|
+
## The script
|
|
11
|
+
|
|
12
|
+
`test/journeys/<name>.json` (a test, kept with the game):
|
|
13
|
+
|
|
14
|
+
```json
|
|
15
|
+
{ "name": "first-win", "viewport": "phone", "seed": 1,
|
|
16
|
+
"steps": ["mark start screen=title", "tap 0.5 0.62", "wait 800",
|
|
17
|
+
"mark playing screen=playing", "drag 0.3 0.8 0.7 0.8 400", "wait 2500",
|
|
18
|
+
"mark first-score score>0", "tap 0.5 0.5", "wait 20000", "mark round-end screen!=playing"] }
|
|
19
|
+
```
|
|
20
|
+
|
|
21
|
+
- Steps are `funtools play`'s: `tap X Y`, `drag X1 Y1 X2 Y2 ms`, `hold X Y ms`, `hold KEY ms`,
|
|
22
|
+
`press KEY [n]`, `wait ms`, and `A & B` for two fingers at once, or a key held under another
|
|
23
|
+
(`hold ShiftLeft 1500 & hold ArrowRight 1500`, a held run; modifiers go down first), and
|
|
24
|
+
`look DX DY [ms]` (the mouse moved with no button: a camera look, also under pointer lock). A decimal
|
|
25
|
+
from 0 to 1 is a fraction of the screen, a whole number a CSS pixel. A phone takes touch only.
|
|
26
|
+
play's `hold … until` / `wait until` are not journey steps: `from-play` writes each as the fixed
|
|
27
|
+
hold or wait it took in the round.
|
|
28
|
+
- `view` and `verb` are refused: they reach a state without the controls, which is what a scene
|
|
29
|
+
is for (`funtools capture --view`).
|
|
30
|
+
- `mark NAME` is a checkpoint: the game's clock is held, the frame kept and `__FPX_STATE__` read.
|
|
31
|
+
Each `field=value` after the name is an expectation (`=`, `!=`, `>`, `<`, `>=`, `<=`; `player.x`
|
|
32
|
+
and `enemies.length` reach inside). A mark with no expectation still keeps its frame and counters.
|
|
33
|
+
- `seed` is set as `window.__FPX_SEED__` before the game's code runs. The scaffold's rounds read
|
|
34
|
+
it; a game that draws from `Math.random()` or the clock replays differently each time, and the
|
|
35
|
+
noise run below shows how much.
|
|
36
|
+
|
|
37
|
+
## Three ways to get one
|
|
38
|
+
|
|
39
|
+
- `npx @funpixel/tools journey record <name> --viewport phone`: a window opens on the built game;
|
|
40
|
+
play it; close the window. Your taps, drags and keys become steps with the waits between them,
|
|
41
|
+
and each screen `__FPX_STATE__().screen` reaches becomes a mark expecting it. A drag replays as a
|
|
42
|
+
straight line; presses that overlapped replay one after the other (say it by hand with `&`).
|
|
43
|
+
This is the one a person makes: the creator's own path through the game.
|
|
44
|
+
- `npx @funpixel/tools journey from-play last <name>`: the blind player's round (`funtools play`)
|
|
45
|
+
up to its first `view`/`verb` jump, with a mark after each act expecting the screen the player
|
|
46
|
+
saw. The player's clock was held while it thought, so marks can land earlier in game time.
|
|
47
|
+
- Written by hand, when you know the path (a tutorial, the first level's solution).
|
|
48
|
+
|
|
49
|
+
## Replay and compare
|
|
50
|
+
|
|
51
|
+
`npx @funpixel/tools journey replay <name>` loads the game as a player finds it (no hook called),
|
|
52
|
+
plays the steps and judges each mark. Exit 0 every expectation held, 1 a step or an expectation
|
|
53
|
+
failed, 2 nothing judged (no expectation, or no state to read), 3 error. The run is kept in
|
|
54
|
+
`.funtools/journeys/<name>/<n>/` and set beside the previous one: how much of each mark's frame
|
|
55
|
+
changed, which counters moved, which expectations flipped. `--repeat 2` plays it twice on one build
|
|
56
|
+
first: what differs between those two runs is noise, and a later difference smaller than that is
|
|
57
|
+
not a finding. `journey diff <name> 3 7` compares any two runs; runs with another seed, viewport or
|
|
58
|
+
script are named "not the same test".
|
|
59
|
+
|
|
60
|
+
## When it helps
|
|
61
|
+
|
|
62
|
+
- **Before and after a change to the title, menus, input, audio unlock or level flow**: replay the
|
|
63
|
+
journey that crosses it. A broken start shows as the first mark that did not reach its screen.
|
|
64
|
+
- **A balance or feel change**: the counters at each mark (score, lives, enemies alive, time) on
|
|
65
|
+
the same seed say what moved; the frames say whether it shows.
|
|
66
|
+
- **A regression the blind player found**: `from-play` keeps its exact path; after the fix, the
|
|
67
|
+
replay's marks should pass where the round was blocked.
|
|
68
|
+
- **Phone layouts**: a phone journey presses the on-screen controls a thumb would; a key-only path
|
|
69
|
+
cannot pass there.
|
|
70
|
+
|
|
71
|
+
`funtools feel --journey <name>` plays a journey's steps with every frame's state traced: the
|
|
72
|
+
verb's numbers, tells, the death beat and looks by state along a player's real path (skill
|
|
73
|
+
`funpixel-game-feel`, `references/measure.md`).
|
|
74
|
+
|
|
75
|
+
What a journey does not prove: that the game is fun, readable or good to look at. It proves a path
|
|
76
|
+
still works and says what changed along it. Frames from a software renderer are not a phone's
|
|
77
|
+
performance (`funtools profile` says the same).
|