@genex-ai/cli-demo 0.48.0-dev.75 → 0.48.0-dev.78

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@genex-ai/cli-demo",
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- "version": "0.48.0-dev.75",
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+ "version": "0.48.0-dev.78",
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  "description": "Set up your ~/.claude workspace, authorize, create a game project, generate AI assets, and publish (genex CLI).",
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  "type": "module",
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  "bin": {
@@ -1,6 +1,6 @@
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  ---
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  name: genex-ai-hud
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- description: Generate a production HUD sprite set — matched frames, masks, and icons in one coherent art style — via the mockup-then-deconstruct pipeline (`npx genex image` + `npx genex ui`), then wire it as a DOM overlay with channel-accurate masked fills. Use when the game wants a cohesive art-directed HUD (fantasy brass, sci-fi glass, racing carbon) rather than a clean minimal CSS HUD.
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+ description: Generate a production HUD sprite set — matched frames, masks, and icons in one coherent art style — via the mockup-then-deconstruct pipeline (`npx genex image` + `npx genex ui`), then wire it as a DOM overlay with channel-accurate masked fills. Use for EVERY game, kicked off at `genex-threejs-game-ui`'s "Plan the UI first" gate: the sprite HUD is the production HUD of a Genex game; hand-written CSS is only the placeholder while the sprites render.
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  ---
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  # Genex AI · HUD
@@ -11,16 +11,22 @@ with masked fills that track the art's real channels. The result is an
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  art-directed HUD (etched steel ammo strip, parchment HP bar, chrome minimap
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  ring) that no hand-written CSS can fake.
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- ## When to use this vs. a hand-coded CSS HUD
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-
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- - **Use `$genex-threejs-game-ui` alone** (clean CSS bars, text, plates) for
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- most games — it's faster, crisper, and always readable. That skill also owns
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- the overlay architecture this one plugs into.
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- - **Use this skill** when the game's identity wants a *materially* art-directed
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- HUD gothic filigree frames, rusted post-apocalyptic panels, carbon-fiber
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- racing telemetry, hand-painted storybook plates where the frames themselves
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- are illustrations. You'll spend ~10 image generations and real wiring effort;
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- make sure the game deserves it.
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+ ## This is the default HUD hand-coded CSS is the placeholder
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+
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+ - **Every game runs this pipeline.** Kick the Stage-1 mockup off at
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+ `$genex-threejs-game-ui`'s "Plan the UI first" gate (`--no-wait`) and build
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+ against that skill's plain-CSS placeholder while it renders — that skill
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+ also owns the overlay architecture this one plugs into. The game is not
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+ done until the sprites have landed and been wired in.
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+ - The art direction comes from the shared style brief — gothic filigree
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+ frames, rusted post-apocalyptic panels, carbon-fiber racing telemetry,
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+ hand-painted storybook plates, or a restrained modern register for a clean
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+ concept; restrained still means built from the generated set. ~10 image
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+ generations is the normal price of a production HUD, not a premium to
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+ justify.
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+ - **The only exit:** the user explicitly declines the generated HUD — then
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+ the CSS placeholder, finished to `$genex-threejs-game-ui`'s Tier-1 floor,
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+ ships as the HUD.
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  ## Framing rules — internalize before prompting
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@@ -1,6 +1,6 @@
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  ---
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  name: genex-ai-menu
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- description: Generate a cinematic game menu — one looping atmospheric video background plus animated DOM buttons — with `npx genex image` + `npx genex video --frame`. Use for main menus, title/start screens, pause, victory/defeat, lobby, and credits screens when the game deserves a filmic backdrop ("storm light over a lighthouse coast", "sun-drenched poppy meadow") rather than a plain CSS panel.
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+ description: Generate a cinematic game menu — one looping atmospheric video background plus animated DOM buttons — with `npx genex image` + `npx genex video --frame`. Use for the main menu of every game (the default tier per `genex-threejs-game-ui`'s plan gate, enqueued there with `--no-wait`; declining it needs a stated reason) and for title, victory/defeat, lobby, and credits screens that should feel like the game's opening shot; plain CSS panels are only for utilitarian overlays like pause and settings.
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  ---
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  # Genex AI · Menu
@@ -12,14 +12,16 @@ real game events.
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  ## When to use this vs. a plain CSS menu
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- - **Use this skill** when the menu should feel like the game's opening shot —
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- a title screen with weather and light, a defeat screen over smoldering ruins,
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- a lobby with the arena breathing in the background.
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+ - **Use this skill** for the main menu of every game — it should feel like the
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+ game's opening shot: a title screen with weather and light, a defeat screen
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+ over smoldering ruins, a lobby with the arena breathing in the background.
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+ Enqueue it at `$genex-threejs-game-ui`'s plan gate with `--no-wait`.
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  - **Use plain CSS** (`$genex-threejs-game-ui` alone) for utilitarian screens —
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- a quick pause overlay, a settings list, a loading bar. A dark translucent
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- panel is cheaper and often more readable. You can also get the best of both:
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- reuse this skill's menu video under a darker overlay for pause/victory
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- variants (see Tips).
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+ a quick pause overlay or a settings list. A dark translucent panel is often
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+ more readable there. (The loader is NOT utilitarian: it keeps its branded
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+ key-art background per the game-ui spec "plain CSS" never means a bare
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+ loading bar.) You can also get the best of both: reuse this skill's menu
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+ video under a darker overlay for pause/victory variants (see Tips).
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  ## Style brief first
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@@ -23,19 +23,21 @@ in another.
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  | Screen | When it exists | Default tier |
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  | --- | --- | --- |
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  | Loader | always | 1 — branded (see loader spec below) |
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- | Main menu | always for a game headed to publish | 2 — cinematic (`$genex-ai-menu`); 1 for a quick prototype |
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- | Pause | always | 1 — menu backdrop under a dark overlay |
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+ | Main menu | always — the decision defaults to YES for every game; a "no" needs a one-line game-type reason (e.g. an instant-restart arcade toy), and "it's only a draft" is never a reason | 2 — cinematic (`$genex-ai-menu`) |
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+ | Pause | always — opens on the Escape key | 1 — menu backdrop under a dark overlay |
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  | Fail / retry | always | 1 — a *graded* variant of the menu screen |
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  | Win / next | always | 1 — graded variant, warm |
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  | Settings | when there is anything to set | 1 |
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  | Lobby / waiting | multiplayer only | 1 over the menu backdrop |
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- | HUD | always | 1 CSS; 2 (`$genex-ai-hud`) when the identity earns it |
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+ | HUD | always | 2 generated sprite HUD (`$genex-ai-hud`), enqueued at this gate for EVERY game; plain CSS is the placeholder until the sprites land, never the final HUD |
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  The lobby row is bound by `$genex-threejs-multiplayer`'s MANDATORY rule: the
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  waiting overlay's visibility is re-read from `mm.matchmaking.status` every
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  frame and closes the instant it flips to `playing` — verified in two browser
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  windows. Plan the lobby as a styled screen (roster + count over the menu
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- backdrop), not an afterthought `<div>`.
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+ backdrop), not an afterthought `<div>`. When the menu decision is a reasoned
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+ "no", every "menu backdrop" row above (pause, fail, win, lobby) grades over
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+ the loader's key art instead.
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  **2. One shared style brief — for the WHOLE game, not just the UI.** Write it
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  once — 4–5 named hues, materials, one display + one body font, mood — and
@@ -44,12 +46,18 @@ store it as a comment block near the UI code. `$genex-ai-menu`,
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  verbatim — and so does the scene: the visual-direction plan (the router's
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  next gate) derives its lighting mood, fog, grading, and post-stack choices
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  from the same block. Two style briefs in one game is a bug; a scene graded in
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- one world under a UI styled in another is the same bug.
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+ one world under a UI styled in another is the same bug. The brief's font pair
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+ is LOADED for real — a Google Fonts `<link>` (or `@font-face`) in
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+ `index.html`, per `$genex-ai-menu`'s genre font table; a display font that
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+ ships as a system-stack fallback (`Arial Black`, `Impact`) is the same bug in
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+ type.
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- **3. Name your references.** Pick the closest capsule in
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+ **3. Name your references — AAA, by name.** Pick the closest capsule in
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  [references/style-capsules.md](references/style-capsules.md), name 2–3 top
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- games of the genre, and state in one line which structural conventions you're
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- borrowing. Conventions only never logos, exact layouts, or trade dress.
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+ AAA games of the genre, and state in one line which structural conventions
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+ you're borrowing. The bar is what those games ship, not "good enough for a
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+ demo". Conventions only — never logos, exact layouts, or trade dress. The
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+ same 2–3 names carry into the router's visual-direction gate for the scene.
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  **4. Ask only when genuinely ambiguous.** If the concept pins the mood (a
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  "gothic horror dungeon crawler" pins it), decide and state the plan in one
@@ -62,16 +70,32 @@ it derives from the game type.
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  are examples, not defaults. Do not default to neon/cyberpunk/synthwave — or
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  any other single register — unless the concept calls for it.
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+ **6. Close the gate out loud — plan + queued generations.** The gate's output
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+ is one short visible message in chat: the screen list with tiers, the style
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+ brief (hues + font pair), the named references, and the generation IDs of the
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+ Tier-2 jobs just enqueued — the `$genex-ai-hud` Stage-1 mockup (every game)
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+ and the `$genex-ai-menu` video (when the menu decision is yes). No visible
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+ plan or no queued IDs means the gate did not run — go back and run it.
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+
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  ## The tier ladder
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  - **Tier 1 — instant baseline, every game.** Everything in this skill: planned
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  screens, shared brief, branded loader, animated CSS menu with keyboard
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  navigation, phase transitions, UI sounds, vignette. Zero generations — the
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  game is playable immediately.
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- - **Tier 2 — generated upgrades, async.** The cinematic menu video
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- (`$genex-ai-menu`) and the sprite HUD (`$genex-ai-hud`). Enqueue with
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- `--no-wait`, keep building, pick results up with `npx genex wait <id>`, swap
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- them in as they land. **Tier 2 must never block a playable v0.**
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+ - **Tier 2 — the production UI, generated, async mandatory, not an upsell.**
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+ The sprite HUD (`$genex-ai-hud`) for EVERY game, and the cinematic menu
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+ video (`$genex-ai-menu`) whenever the menu decision is yes (the default for
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+ every game). Enqueue BOTH at the plan gate with `--no-wait`,
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+ keep building, pick results up with `npx genex wait <id>`, swap them in as
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+ they land. **Tier 2 must never block a playable v0 — but the game is NOT
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+ DONE until its Tier-2 assets have landed and been wired in** (the only
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+ exit: the user explicitly declines them — on their own initiative; never
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+ solicit the decline by presenting these as optional, slow, or costly).
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+ Run `npx genex wait` on every enqueued ID before any publish and before
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+ the final handoff of a session — never park landed assets for "later".
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+ Shipping the placeholder CSS HUD as the final HUD is a failure, not a
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+ tier choice.
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  - **Tier 3 — offer, don't build.** Video layers over the HUD, 9-slice panel
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  sprites, a generated logotype, animated menu sprites. Offer in one line
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  after the player has seen Tier 1+2 working; build on request.
@@ -111,9 +135,11 @@ edits scattered through the code:
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  1. **Loading** — the branded loader below; players must never stare at a black
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  screen or a bare percentage.
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  2. **Playing HUD** — the minimal always-on layer (see hierarchy below).
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- 3. **Pause** — freeze the loop, dim the scene, show resume/restart. (With the
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- bundled physics pack, freezing is built in: `physics.paused = true` plus
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- `anims.setPaused(true)` don't hand-roll a second clock.)
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+ 3. **Pause** — freeze the loop, dim the scene, show resume/restart. Bound to
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+ the **Escape key in every game** Escape pauses, Escape again (or Resume)
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+ unpauses; on touch, a small pause button. (With the bundled physics pack,
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+ freezing is built in: `physics.paused = true` plus `anims.setPaused(true)`
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+ — don't hand-roll a second clock.)
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  4. **Fail / retry** — what happened, the score, and a ONE-KEY instant restart
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  (show which key). Restart must not reload the page.
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  5. **Win / next** — celebrate, then offer the next thing to do.
@@ -133,7 +159,10 @@ black reads as a broken page. The branded version costs nothing:
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  that image exists BEFORE the video does; show it dimmed
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  (`filter: brightness(0.6)`) behind the progress. Menu-less game: one
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  `npx genex image` key-art call in the house style, enqueued first thing.
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- Until the image arrives, the flat darkest hue from the style brief.
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+ Until the image arrives, the flat darkest hue from the style brief — a
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+ placeholder with the same status as the placeholder CSS HUD: a loader
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+ still without its key-art/menu-frame background at publish or session
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+ handoff is the same failure.
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  - **Progress:** a thin bar styled from the brief (its accent hue), driven by
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  real asset counts — never an indeterminate spinner alone.
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  - **Reveal:** when ready, fade the loader out (400–600 ms) into the menu or
@@ -224,15 +253,21 @@ timer in the game WILL drift apart). Buttons and menu keys emit the same
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  intents the gameplay input path uses — a "Restart" button and the R key must
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  run identical code.
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- When the game deserves generated art in this layer: a cinematic menu (looping
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- video backdrop behind the buttons) is `$genex-ai-menu`; an art-directed HUD
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- built from a generated sprite set is `$genex-ai-hud`. Both slot into this
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- exact `#ui` + `data-phase` architecture and consume the shared style brief.
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+ The generated layer is the default, not a reward: every game's HUD is built
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+ from a generated sprite set (`$genex-ai-hud`), and a cinematic menu (looping
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+ video backdrop behind the buttons, `$genex-ai-menu`) backs every game whose
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+ menu decision is yes. Both slot into this exact `#ui` + `data-phase`
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+ architecture and consume the shared style brief.
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  ## Failure modes to catch before the player does
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  - No UI plan: screens invented one at a time, menu and HUD styled in two
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  different worlds.
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+ - HUD sprites never enqueued at the gate — the placeholder CSS shipped as the
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+ final HUD.
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+ - No pause screen, or a pause that isn't bound to Escape.
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+ - A style brief whose fonts were never actually loaded (a system-stack display
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+ font at runtime).
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  - A generic stat dashboard (rows of labels + numbers) instead of a designed
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  HUD — pick the 2–3 numbers that matter and style them by hierarchy.
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  - Hard-cut phase swaps, a menu whose elements just appear, numbers that
@@ -58,17 +58,22 @@ leaderboards. Multiplayer auth (`getColyseusAuth`) comes from it too.
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  (screen inventory, one shared style brief, tier decisions) right after the game
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  concept is locked, before any UI code. Its Tier-2 generations (cinematic menu,
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  sprite HUD) are enqueued async (`--no-wait` + `npx genex wait <id>`) so they land
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- while the game is being built — they never block a playable v0.
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+ while the game is being built — they never block a playable v0, and the game is
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+ not done, published, or handed off until they've been picked up (`npx genex wait`)
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+ and wired in.
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  **The look is planned up front too:** right after the UI gate, lock the visual
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  direction in the same plan block — the camera rig + pointer bucket
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  (`$genex-threejs-camera-direction`), the renderer baseline (tone mapping,
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  exposure, output color space — set deliberately at boot; stock three.js
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  defaults are not a look, `$genex-threejs-exposure-color-grading`), the post
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- stack this game ships and deliberately skips (bloom/AO/grade — justified by
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- the shared style brief; `$genex-threejs-image-pipeline` owns ordering when 2+
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- compose), and the lighting/atmosphere mood from that same brief. Planning is
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- not building effects still land last in the execution order.
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+ stack this game ships (bloom/AO/grade — at least ONE built render-pass effect
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+ for EVERY game, justified by the shared style brief; the UI vignette div or a
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+ CSS filter on the canvas does not count, and a plan that "deliberately skips
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+ everything" is the stock default, not a look; `$genex-threejs-image-pipeline`
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+ owns ordering when 2+ compose), and the lighting/atmosphere mood from that
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+ same brief. Planning is not building — effects still land last in the
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+ execution order.
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  **Multiplayer is mandatory routing:** if the game has 2+ players sharing a world, loading
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  `$genex-threejs-multiplayer` is **required** before any networking code — the SDK auto-smooths
@@ -141,7 +146,13 @@ concept-driven — a richer first build beats a grey-box one.
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  - Use `$genex-threejs-visual-validation` before declaring graphics/procedural-system
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  work done. **Game fast path:** for game tasks that loaded no procedural/visual-system
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  skill, done = a screenshot plus an interaction smoke check (load the page, press each
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- control, see the visible response) — don't run the full diagnostic gate.
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+ control, see the visible response) — don't run the full diagnostic gate — PLUS the
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+ floors from the routing-map's acceptance gate: the generated sprite HUD wired in
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+ (not the CSS placeholder), pause on Escape, the branded loader with its key-art
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+ background, the brief's fonts actually loaded, the renderer baseline + at least one
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+ built render-pass effect, and every placed 2D/media piece screenshot-verified in
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+ situ. These floors gate `npx genex publish` and the final handoff of a session the
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+ same way — they do not wait for the word "done" to be said.
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  - Entering an **existing or remixed project**: read before writing — learn the
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  current renderer choice, physics setup, and file conventions first, then
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  extend them. Don't rebuild working systems or switch renderers mid-project.
@@ -21,9 +21,15 @@ Three.js release or branch, and do not blindly copy demo architecture.
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  mandatory for every game (`initEmbed(...)` + the `waitForPlayer()` gate) —
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  saves, leaderboards, and multiplayer auth all come from it.
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  3. Run `$genex-threejs-game-ui`'s "Plan the UI first" gate: screen inventory,
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- one shared style brief, a tier per screen. Enqueue any Tier-2 UI
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- generations now with `--no-wait` (pick them up later with
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- `npx genex wait <id>`) — they render server-side while you build the game.
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+ one shared style brief, a tier per screen stated visibly in chat, never
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+ decided silently. Enqueue the Tier-2 UI generations now with `--no-wait`
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+ (pick them up later with `npx genex wait <id>`) — they render server-side
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+ while you build the game. The `$genex-ai-hud` Stage-1 mockup is enqueued
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+ here for EVERY game; the `$genex-ai-menu` video whenever the menu decision
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+ is yes (the default for every game — "it's only a draft" is not a reason
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+ to decide no). Skipping this enqueue is
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+ the #1 way a finished game ships an ugly HUD — by step 12 there is nothing
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+ to swap in.
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  4. Lock the visual direction — the same plan-first logic as the UI gate, in
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  the same plan block, before any rendering code:
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  - **camera**: the rig type and the pointer bucket
@@ -32,9 +38,16 @@ Three.js release or branch, and do not blindly copy demo architecture.
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  deliberately at boot (`$genex-threejs-exposure-color-grading` owns the
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  staging — stock three.js defaults are not a look);
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  - **the post stack**: which image effects THIS game ships (bloom? AO?
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- grade?) and which it deliberately doesn't — each named and justified by
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- the shared style brief; when 2+ effects compose,
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- `$genex-threejs-image-pipeline` owns the pass ordering;
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+ grade?) — each named and justified by the shared style brief. The floor
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+ for EVERY game is the deliberate renderer baseline PLUS at least one
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+ scene-serving render-pass effect (bloom, AO, or a LUT/shader grade — the
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+ UI vignette div or a CSS filter on the canvas does not count); "no post
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+ at all" is the stock default, not a plan, and "it's only a draft" is not
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+ a lower floor. When 2+ effects compose, `$genex-threejs-image-pipeline`
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+ owns the pass ordering;
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+ - **references**: name 2–3 AAA games whose look this game borrows
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+ (conventions, lighting mood, palette, post — never trade dress); the
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+ same 2–3 the UI gate named, extended from the interface to the scene;
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  - **lighting/atmosphere mood** from the SAME shared style brief the UI gate
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  wrote — one art direction across scene and UI.
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  Planning is not building: effects still land LAST (steps 10–11); this step
@@ -48,6 +61,18 @@ Three.js release or branch, and do not blindly copy demo architecture.
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  architecture, planets, water, precipitation, clouds, or VFX. Show the
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  planned loader from the very first asset load — a player must never stare
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  at a black screen; the rest of the UI states come at step 12.
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+ Then dress the world with 2D/media art: walk the scene for image/video
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+ insertion points — posters, signs, graffiti, decals, banners, in-world
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+ screens and billboards (`$genex-ai-image`; `$genex-ai-video` for anything
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+ that should move). The visual-direction block names the 2–4 pieces this
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+ world gets (or states in one line why it has none — that waiver is valid
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+ only for a world with no authored surfaces at all, pure-abstract geometry
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+ or empty open water/space; a world with buildings, walls, rooms, vehicles,
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+ or props names its pieces); enqueue them with
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+ `--no-wait` alongside the other assets. Every placed piece is
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+ screenshot-checked in situ — right scale, not stretched, unlit material
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+ where it must glow, readable at gameplay distance
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+ (`$genex-threejs-visual-validation` owns the capture discipline).
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  7. Add camera direction when framing, controls, transitions, or scale perception
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  affect play — or the game aims with the mouse (shooter/FPS/turret): the
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  step-4 bucket decision executes here.
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  9. Add shared fields before writing multiple independent noise layers.
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  10. Add lighting, atmosphere, and shadows only after the no-post baseline reads.
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  11. Add image-pipeline, bloom, exposure, grading, or AO last — building out the
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- step-4 post plan, not inventing one now.
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+ step-4 post plan, not inventing one now. This is a completion gate: the
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+ named post stack must be BUILT before the game is called done, published,
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+ or handed off — a game rendering on stock three.js defaults is not done,
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+ and the gate does not wait for the word "done" to be said.
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  12. Once the loop is playable, build the planned interface states via
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- `$genex-threejs-game-ui` (HUD, pause, fail/retry, win, and the full loading
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- state grown from the step-6 loader), swap in any landed Tier-2 UI assets,
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- and run a feel pass via `$genex-threejs-game-feel` (input response, camera,
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- impact feedback, retry speed).
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+ `$genex-threejs-game-ui` (HUD, pause on Escape, fail/retry, win, and the
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+ full loading state grown from the step-6 loader), then `npx genex wait`
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+ the step-3 UI generations and wire them in the sprite HUD replaces the
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+ placeholder CSS, the menu video replaces the still frame. This swap is a
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+ completion gate, not an option: a game still on the placeholder CSS HUD,
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+ or without a working Escape pause, is not done. Then run a feel pass via
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+ `$genex-threejs-game-feel` (input response, camera, impact feedback,
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+ retry speed).
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97
  13. Validate in a real browser with fixed seeds, captures, interaction checks,
66
98
  and performance evidence.
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99
 
@@ -70,7 +102,14 @@ Three.js release or branch, and do not blindly copy demo architecture.
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  **Game fast path:** for a game task that loaded no procedural/visual-system skill,
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  done = a screenshot plus an interaction smoke check (load the page, press each
72
104
  control, assert a visible response — `$genex-threejs-visual-validation` has the
73
- procedure). The list below applies to routed *visual-system* scenes, and each
105
+ procedure), **plus the UI floor from `$genex-threejs-game-ui` (the generated
106
+ sprite HUD wired in — not the CSS placeholder — pause on Escape, the branded
107
+ loader with its key-art background, the brief's font pair actually loaded)
108
+ and the look floor (the step-4 renderer baseline + named post stack actually
109
+ built; every placed 2D/media piece — decals, posters, in-world screens —
110
+ screenshot-verified in situ)**. These floors gate `npx genex publish` and the
111
+ final handoff of a session the same way — "I never said it was done" is not
112
+ an exemption. The list below applies to routed *visual-system* scenes, and each
74
113
  system-specific item (debug views, seed manifests, tier knobs) applies only when
75
114
  the corresponding skill was loaded.
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115
 
@@ -89,6 +128,12 @@ A routed Genex scene is incomplete until it exposes:
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128
 
90
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  ## Publish and multiplayer awareness
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131
+ **Publishing IS calling it done.** Before `npx genex publish`, every completion
132
+ gate above must pass — sprite HUD wired, Escape pause working, branded loader
133
+ with its key art, fonts loaded, renderer baseline + one built post effect,
134
+ world dressing placed or validly waived. If any is still pending, say which
135
+ and publish only after an explicit go-ahead.
136
+
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137
  Do not invent unavailable Genex service APIs. When preparing a game for Genex
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  publishing or multiplayer, inspect the project first. Prefer clean boundaries:
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139