@genex-ai/cli-demo 0.48.0-dev.76 → 0.48.0-dev.79
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/package.json +1 -1
- package/templates/skills/genex-ai-hud/SKILL.md +49 -12
- package/templates/skills/genex-ai-hud/references/stage2-prompt-template.md +5 -1
- package/templates/skills/genex-ai-menu/SKILL.md +61 -12
- package/templates/skills/genex-threejs-game-ui/SKILL.md +82 -20
- package/templates/skills/genex-threejs-skill-router/SKILL.md +21 -6
- package/templates/skills/genex-threejs-skill-router/references/routing-map.md +72 -12
package/package.json
CHANGED
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@@ -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
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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
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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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##
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-
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- **
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## This is the default HUD — hand-coded CSS is the placeholder
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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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## Three layers — glass is CSS, chrome is sprites, data is DOM
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- **Glass (DOM).** The translucent plate behind every widget is CSS —
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`background: rgba(<brief's darkest hue>, 0.35–0.6)` plus
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`backdrop-filter: blur(6–12px)` (and its `-webkit-` twin). Semi-transparency
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physically cannot survive sprite extraction: a composited panel's pixels are
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a blend of panel and background, and no cutout can un-blend them — so glass
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is NEVER baked into a sprite. This is how AAA smoked-glass HUDs are built:
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live glass panels, crisp art on top.
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- **Chrome (sprites — what THIS pipeline generates).** Opaque frames, corner
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brackets, ornaments, emblems, icons, medallions — hard-alpha art laid over
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the glass. The Stage-2 sheet contains ONLY chrome; never a panel with its
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fill or glass surface baked in.
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- **Data (DOM).** Numbers, labels, and bar fills are DOM text and masked
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fills (the fillBox pattern below) — always over the glass, never
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rasterized into art.
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- **Micro-elements are designed, not defaulted.** The sheet excludes
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primitive-only shapes (plain crosshair ticks, dots, pips) because CSS
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renders them crisper — but CSS never means default: the reticle and every
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cue, toast, and counter still get the brief's treatment (stroke weight,
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glow, state changes — hit, low-ammo, empowered). An ornamented,
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identity-bearing reticle (engraved ring, sculpted brackets) is chrome —
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put it on the sheet like any other asset.
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## Framing rules — internalize before prompting
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@@ -30,6 +60,10 @@ The HUD overlays a **live 3D scene**. The pixels between widgets show the game.
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fabric, wood board) as part of the HUD. Material aesthetics belong on the
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widget FRAMES — the HP bar frame is parchment, the minimap ring is leather —
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never on a screen-filling sprite.
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- **No glass in sprites.** Translucent panel plates in the mockup are welcome
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as the LOOK, but the Stage-2 asset list requests only their opaque chrome
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(frame, brackets, ornament); the plate itself is rebuilt at runtime as CSS
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glass matching the mockup's tint (see the three layers above).
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- **4–7 widgets.** Fewer doesn't read as a HUD; more clutters the screen and
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burns generations.
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- **Every widget needs internal contrast** — a panel fill, outline stroke, or
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**Order of work: kick Stage 1 off as your FIRST action after the UI plan
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gate**, then write the widget layout and wiring code (placement, masked-fill
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scaffolding, plain-CSS placeholder bars) while it renders — the CSS HUD keeps
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the game playable until the sprites land.
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the game playable until the sprites land. When the gate produced a concept
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frame, anchor Stage 1 to it — `--edit <concept-url>` holds the game's
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register far better than a text-only prompt; single-sprite regenerations
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anchor the same way. Generate 2 mockup candidates in one
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call (`--candidates 2`) and pick the better one: a re-roll costs the whole
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serial chain, a second candidate costs nothing extra in wall-clock.
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identity labels);
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- **states what to REMOVE** (`runtime_static` labels and `runtime_dynamic`
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values, fills, items);
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- **requests chrome only** — never a panel's translucent plate or glass
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surface: plates are rebuilt at runtime as CSS glass (rgba +
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backdrop-filter), so ask for the panel's frame/brackets/ornament, not the
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panel surface itself;
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- **requests the annotated duplicate** for every bar/meter frame (the
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template's progress block below covers the mechanics — your item just says
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"output the clean frame + annotated duplicate pair").
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- Simple dot indicators, status pips, blip markers
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- Fills inside bars, items inside slots, map terrain inside minimap rings (these are added at runtime by CSS / game code)
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Those excluded elements will be recreated by runtime code (CSS shapes and DOM text) — much crisper than a downsampled PNG.
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Those excluded elements will be recreated by runtime code (CSS shapes and DOM text) — much crisper than a downsampled PNG. Recreated does NOT mean default-styled: reticles, pips, and cues still follow the style brief (stroke weight, glow, state colors). An ornamented, identity-bearing reticle — an engraved ring, sculpted brackets — is NOT a simple primitive; include it in the asset list like any other chrome.
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Pure white #ffffff background everywhere except where the actual UI assets sit.
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```
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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
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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
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## When to use this vs. a plain CSS menu
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a title screen with weather and light, a defeat screen
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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
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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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perches", "fog drifts left then back right", "candle flames flicker".
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Bad: "camera dollies forward into the gate" (one-way motion fights the
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identical endpoints and produces a visible hitch).
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**The seam is YOUR job, not the model's:** in practice the clip lands
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*near* frame 0, not exactly on it, and a bare `video.loop = true` shows a
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visible hitch every cycle. Always wire the video with the DOM crossfade
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below, and watch one full cycle before calling the menu done. (Do not
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reach for `--loop` here: it routes to a different model with a first-class
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loop param but NO frame conditioning — the video won't match your key art —
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and server-side `--frame` overrides `--loop` anyway, so passing both does
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nothing.)
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- **Two-frame** (`--first-frame` + `--last-frame`) only when the menu
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genuinely needs a state change (rain starts and persists, a figure walks in
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and stays). The loop will have a visible seam where the last frame snaps
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# -> https://assets.genex.technology/generations/<gen-id>/video-mp4
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```
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## Seamless in the DOM — the loop crossfade (mandatory wiring)
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Never wire the clip as a bare `<video loop>` — the residual seam shows every
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cycle. Two stacked `<video>` elements with the same src crossfade at the
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cycle end; any seam disappears deterministically, no regeneration lottery:
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```ts
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/** Deterministic seamless loop: two stacked <video>s crossfade at cycle end. */
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export function seamlessLoop(holder: HTMLElement, url: string, fade = 0.6): void {
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const mk = (): HTMLVideoElement => {
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const v = document.createElement("video");
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v.src = url; v.muted = true; v.playsInline = true; v.preload = "auto";
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holder.appendChild(v);
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return v;
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};
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let front = mk(), back = mk();
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front.style.opacity = "1";
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void front.play();
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const tick = (): void => {
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if (front.duration > 0 && front.currentTime >= front.duration - fade && back.paused) {
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back.currentTime = 0;
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void back.play();
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front.style.transition = back.style.transition = `opacity ${fade}s linear`;
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back.style.opacity = "1";
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front.style.opacity = "0";
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const old = front; front = back; back = old;
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window.setTimeout(() => back.pause(), fade * 1000 + 50);
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}
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requestAnimationFrame(tick);
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};
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requestAnimationFrame(tick);
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}
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```
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resume the front one when it returns. Watch ONE full cycle in the browser
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before calling the menu done — that's the seam check.
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**Work async — the menu must never block the game.** Generate the frame right
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after the UI plan gate, enqueue the video with `--no-wait`, ship the CSS menu
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(buttons + title over the frame IMAGE as a static backdrop), and swap the
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```html
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<div id="ui">
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<div id="screen-menu" class="screen" data-phase="menu">
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<video
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autoplay muted loop playsinline></video>
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<!-- seamlessLoop() (above) injects two crossfading <video>s here -->
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<div class="menu-bg" id="menu-bg"></div>
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<div class="menu-title stagger" style="--i: 0">EMBERFALL</div>
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<button class="menu-btn stagger" id="menu-play" style="--i: 1; left: 38%; top: 52%; width: 24%; height: 8%;">PLAY</button>
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<button class="menu-btn stagger" id="menu-options" style="--i: 2; left: 38%; top: 63%; width: 24%; height: 8%;">OPTIONS</button>
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```css
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#screen-menu { position: absolute; inset: 0; overflow: hidden; background: #000; }
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.menu-bg { position: absolute; inset: 0;
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.menu-bg { position: absolute; inset: 0; }
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.menu-bg video { position: absolute; inset: 0; width: 100%; height: 100%;
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object-fit: cover; opacity: 0; }
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.menu-title {
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position: absolute; left: 0; right: 0; top: 14%; text-align: center;
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font-family: "Cinzel", serif; font-size: 9vh; color: #f4e3b8;
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| Screen | When it exists | Default tier |
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| Loader | always | 1 — branded (see loader spec below) |
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| Main menu | always for a game
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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 |
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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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The table lists screens; **elements are inventoried separately**. Walk the
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whole loop in your head — loader → menu → spawn → action → pickup → damage →
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death → retry → win — and write down EVERY on-screen element the player will
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ever see: the reticle and each of its states, aim/interact cues, toasts,
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damage numbers, kill feeds, timers, countdowns, pickup popups… Each element
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gets a treatment from the brief. **Nothing ships looking like default
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browser CSS** — an element styled like a bare `<div>` or a system button is
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a bug wherever it appears, listed or not.
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**2. One shared style brief — for the WHOLE game, not just the UI.** Write it
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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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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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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 — AAA, by name.** Pick the closest capsule in
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games of the genre, and state in one line which structural conventions
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borrowing.
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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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image of what THIS game should look like mid-play (scene, mood, lighting;
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a UI impression is welcome but optional):
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`npx genex image "<one-sentence game look from the brief>" --aspect 16:9 --quality high --no-wait`,
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enqueued FIRST of all art. Its URL goes into the style-brief comment as the
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game's north star: every later 2D generation that accepts `--edit` anchors
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to it, and the scene's lighting/grading is judged against it.
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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
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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 — a fixed-format plan message.** Post this
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message in chat, translated to the user's language, filling every line —
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this exact structure, not a paraphrase (the scaffold's keep-it-short talk
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rule explicitly does not apply to this one message):
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```
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UI plan
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• Screens: <list with tiers — loader / menu / pause (Esc) / win/lose / …>
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• Style: <4–5 named hues> · fonts <display> / <body>
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• References: <2–3 AAA games — one line on what's borrowed>
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• Concept frame: <generation id>
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• Queued: HUD chrome <id> · menu video <id or "no menu: reason">
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```
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A message missing any line means the gate did not run — go back and run it.
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## The tier ladder
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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 — 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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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.
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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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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.
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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
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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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exact `#ui` + `data-phase`
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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 micro-element (reticle, cue, toast, damage number) left as default CSS
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while the panels got the art treatment.
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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
|
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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
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the shared style brief;
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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; `$genex-threejs-image-pipeline`
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owns ordering when 2+ compose), one named **ambient-motion loop** that keeps
|
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the scene alive at rest (emissive pulse, shimmer, drifting dust — shader
|
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work, zero generations), and the lighting/atmosphere mood from that
|
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same brief. Planning is not building — effects still land last in the
|
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execution order.
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**Multiplayer is mandatory routing:** if the game has 2+ players sharing a world, loading
|
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`$genex-threejs-multiplayer` is **required** before any networking code — the SDK auto-smooths
|
|
@@ -141,7 +148,15 @@ 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, every placed 2D/media piece screenshot-verified in
|
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situ, no UI element left as default browser CSS, and no placeholder primitive
|
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left where a generated asset was planned. These floors gate `npx genex publish`
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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 +21,17 @@ Three.js release or branch, and do not blindly copy demo architecture.
|
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21
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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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23
|
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
|
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generations now with `--no-wait`
|
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`npx genex wait <id>`) — they render server-side
|
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|
+
one shared style brief, a tier per screen — stated visibly in chat, never
|
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25
|
+
decided silently. Enqueue the Tier-2 UI generations now with `--no-wait`
|
|
26
|
+
(pick them up later with `npx genex wait <id>`) — they render server-side
|
|
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|
+
while you build the game. FIRST of all art: the gate's **concept frame** —
|
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+
the single image of the finished game's look that every later `--edit`-able
|
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+
generation anchors to. Then the `$genex-ai-hud` Stage-1 mockup, enqueued
|
|
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|
+
here for EVERY game; and the `$genex-ai-menu` video whenever the menu
|
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+
decision is yes (the default for every game — "it's only a draft" is not a
|
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reason 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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27
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4. Lock the visual direction — the same plan-first logic as the UI gate, in
|
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28
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|
the same plan block, before any rendering code:
|
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29
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- **camera**: the rig type and the pointer bucket
|
|
@@ -32,9 +40,23 @@ Three.js release or branch, and do not blindly copy demo architecture.
|
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32
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deliberately at boot (`$genex-threejs-exposure-color-grading` owns the
|
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33
41
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staging — stock three.js defaults are not a look);
|
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34
42
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- **the post stack**: which image effects THIS game ships (bloom? AO?
|
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-
grade?)
|
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-
the
|
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-
|
|
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grade?) — each named and justified by the shared style brief. The floor
|
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+
for EVERY game is the deliberate renderer baseline PLUS at least one
|
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|
+
scene-serving render-pass effect (bloom, AO, or a LUT/shader grade — the
|
|
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+
UI vignette div or a CSS filter on the canvas does not count); "no post
|
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+
at all" is the stock default, not a plan, and "it's only a draft" is not
|
|
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|
+
a lower floor. When 2+ effects compose, `$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
|
|
51
|
+
(conventions, lighting mood, palette, post — never trade dress); the
|
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52
|
+
same 2–3 the UI gate named, extended from the interface to the scene,
|
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53
|
+
and embodied in the gate's concept frame — the image the scene is
|
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+
judged against;
|
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- **ambient motion**: name ONE subtle environmental motion loop that keeps
|
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|
+
the scene alive at rest — an emissive pulse along edges, heat shimmer,
|
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|
+
drifting dust, a slowly flowing texture. Shader/procedural, zero
|
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generations, built with the scene — a world that is perfectly still
|
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+
reads as a screenshot, not a place;
|
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38
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|
- **lighting/atmosphere mood** from the SAME shared style brief the UI gate
|
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39
61
|
wrote — one art direction across scene and UI.
|
|
40
62
|
Planning is not building: effects still land LAST (steps 10–11); this step
|
|
@@ -48,6 +70,19 @@ Three.js release or branch, and do not blindly copy demo architecture.
|
|
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48
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architecture, planets, water, precipitation, clouds, or VFX. Show the
|
|
49
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|
planned loader from the very first asset load — a player must never stare
|
|
50
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|
at a black screen; the rest of the UI states come at step 12.
|
|
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+
Then make the world-dressing DECISION — a judgment call, not a quota:
|
|
74
|
+
does THIS world's fiction support 2D art (posters, signs, graffiti,
|
|
75
|
+
decals, banners, in-world screens — `$genex-ai-image`; `$genex-ai-video`
|
|
76
|
+
for anything that should move)? Say the decision in one line in the
|
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+
visual-direction block. Name only the pieces that genuinely belong — a
|
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+
garage wants grease posters and warning decals; a pristine void wants
|
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none — and anchor their prompts to the concept frame. **Zero is a valid
|
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+
answer with a stated reason; art placed just to satisfy this step is the
|
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+
failure mode, not skipping it.** Enqueue what you named with `--no-wait`
|
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+
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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+
(`$genex-threejs-visual-validation` owns the capture discipline).
|
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|
7. Add camera direction when framing, controls, transitions, or scale perception
|
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affect play — or the game aims with the mouse (shooter/FPS/turret): the
|
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53
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step-4 bucket decision executes here.
|
|
@@ -56,12 +91,22 @@ Three.js release or branch, and do not blindly copy demo architecture.
|
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|
9. Add shared fields before writing multiple independent noise layers.
|
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10. Add lighting, atmosphere, and shadows only after the no-post baseline reads.
|
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|
11. Add image-pipeline, bloom, exposure, grading, or AO last — building out the
|
|
59
|
-
step-4 post plan, not inventing one now.
|
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+
step-4 post plan, not inventing one now. This is a completion gate: the
|
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95
|
+
named post stack must be BUILT before the game is called done, published,
|
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96
|
+
or handed off — a game rendering on stock three.js defaults is not done,
|
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97
|
+
and the gate does not wait for the word "done" to be said.
|
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60
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|
12. Once the loop is playable, build the planned interface states via
|
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61
|
-
`$genex-threejs-game-ui` (HUD, pause, fail/retry, win, and the
|
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-
state grown from the step-6 loader),
|
|
63
|
-
and
|
|
64
|
-
|
|
99
|
+
`$genex-threejs-game-ui` (HUD, pause on Escape, fail/retry, win, and the
|
|
100
|
+
full loading state grown from the step-6 loader), then `npx genex wait`
|
|
101
|
+
the step-3 UI generations and wire them in — the sprite HUD replaces the
|
|
102
|
+
placeholder CSS, the menu video replaces the still frame (wired with the
|
|
103
|
+
menu skill's loop crossfade), and the scene's planned generated models
|
|
104
|
+
replace their placeholder primitives — a shipped wave of enemies may not
|
|
105
|
+
be untextured boxes. This swap is a
|
|
106
|
+
completion gate, not an option: a game still on the placeholder CSS HUD,
|
|
107
|
+
or without a working Escape pause, is not done. Then run a feel pass via
|
|
108
|
+
`$genex-threejs-game-feel` (input response, camera, impact feedback,
|
|
109
|
+
retry speed).
|
|
65
110
|
13. Validate in a real browser with fixed seeds, captures, interaction checks,
|
|
66
111
|
and performance evidence.
|
|
67
112
|
|
|
@@ -70,7 +115,16 @@ Three.js release or branch, and do not blindly copy demo architecture.
|
|
|
70
115
|
**Game fast path:** for a game task that loaded no procedural/visual-system skill,
|
|
71
116
|
done = a screenshot plus an interaction smoke check (load the page, press each
|
|
72
117
|
control, assert a visible response — `$genex-threejs-visual-validation` has the
|
|
73
|
-
procedure)
|
|
118
|
+
procedure), **plus the UI floor from `$genex-threejs-game-ui` (the generated
|
|
119
|
+
sprite HUD wired in — not the CSS placeholder — pause on Escape, the branded
|
|
120
|
+
loader with its key-art background, the brief's font pair actually loaded)
|
|
121
|
+
and the look floor (the step-4 renderer baseline + named post stack actually
|
|
122
|
+
built; every placed 2D/media piece — decals, posters, in-world screens —
|
|
123
|
+
screenshot-verified in situ; no UI element left as default browser CSS; no
|
|
124
|
+
placeholder primitive left where a generated asset was
|
|
125
|
+
planned)**. These floors gate `npx genex publish` and the
|
|
126
|
+
final handoff of a session the same way — "I never said it was done" is not
|
|
127
|
+
an exemption. The list below applies to routed *visual-system* scenes, and each
|
|
74
128
|
system-specific item (debug views, seed manifests, tier knobs) applies only when
|
|
75
129
|
the corresponding skill was loaded.
|
|
76
130
|
|
|
@@ -89,6 +143,12 @@ A routed Genex scene is incomplete until it exposes:
|
|
|
89
143
|
|
|
90
144
|
## Publish and multiplayer awareness
|
|
91
145
|
|
|
146
|
+
**Publishing IS calling it done.** Before `npx genex publish`, every completion
|
|
147
|
+
gate above must pass — sprite HUD wired, Escape pause working, branded loader
|
|
148
|
+
with its key art, fonts loaded, renderer baseline + one built post effect,
|
|
149
|
+
world dressing placed or validly waived. If any is still pending, say which
|
|
150
|
+
and publish only after an explicit go-ahead.
|
|
151
|
+
|
|
92
152
|
Do not invent unavailable Genex service APIs. When preparing a game for Genex
|
|
93
153
|
publishing or multiplayer, inspect the project first. Prefer clean boundaries:
|
|
94
154
|
|