@genex-ai/cli-demo 0.48.0-dev.80 → 0.48.0-dev.86
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package/package.json
CHANGED
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@@ -128,7 +128,10 @@ scaffolding, plain-CSS placeholder bars) while it renders — the CSS HUD keeps
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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.
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anchor the same way. The concept is a STYLE anchor only: the widget set and
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layout come from the element inventory and the game contract — a mechanic
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the concept invented (a lap counter, a stamina orb) does not enter the HUD,
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and a mechanic it failed to show still does. 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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@@ -68,12 +68,32 @@ 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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Then turn references + brief into ONE **concept frame** — a single generated
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image of
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to
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image of a PLAYABLE MOMENT of this game, not key art. Build the prompt from
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the game contract, not just the mood: what the player is DOING mid-action
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(the verb), what threatens them right now (enemy silhouettes), what they
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are chasing (the objective — a finish gate, a goal, a pickup), and how the
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space reads (route, scale) — plus the brief's palette, materials, and
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light. A beautiful empty vista with nothing to fight and nowhere to go is a
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FAILED concept; so is one that invents mechanics the game doesn't have (a
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lap counter in a game without laps). `--aspect 16:9 --quality high
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--no-wait`, enqueued FIRST of all art; the URL goes into the style-brief
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comment.
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**Share it before building on it.** The moment the frame lands, show it to
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the user — "this is roughly how the game will look: keep it, or change
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something?" — as ONE structured question with 2–3 concrete adjustment
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options. Keep building gameplay-neutral work (scaffold, physics, netcode)
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while waiting, but do NOT anchor further art to an unapproved frame; if the
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user redirects, regenerate with their notes before the HUD mockup and menu
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frame go out.
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**The concept anchors STYLE, not truth.** Palette, materials, light, and
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register come from the frame; CONTENT comes from the game contract. When
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the frame lands, diff it against the contract in one visible line — what
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does this game have that the frame doesn't show (enemies? arenas? the
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finish? the pickup)? Carry those requirements in words into every later
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prompt. Where the frame contradicts gameplay, gameplay wins — never inherit
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an invented mechanic, or the absence of a real one, from a picture.
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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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@@ -25,8 +25,10 @@ Three.js release or branch, and do not blindly copy demo architecture.
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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. FIRST of all art: the gate's **concept frame** —
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a playable-moment shot (verb + threat + objective in frame, per the
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game-ui gate), shown to the user for a keep-or-change answer the moment
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it lands; later `--edit`-able generations anchor to it for STYLE while
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the game contract owns content. 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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@@ -50,8 +52,8 @@ Three.js release or branch, and do not blindly copy demo architecture.
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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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and embodied in the gate's concept frame — the image the scene
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judged against;
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and embodied in the gate's concept frame — the image the scene's STYLE
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is judged against (content always comes from the game contract);
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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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