@genex-ai/cli-demo 1.2.1-dev.323 → 1.2.2-dev.325

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package/dist/index.js CHANGED
@@ -1004,7 +1004,7 @@ Your capabilities (all via \`npx genex \u2026\`): generate \`model\` \xB7 \`skyb
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  10. The player's body is the game's own generated character (\`npx genex character "<look>"\` \u2192 \`npx genex controller character --character <id>\`), enqueued with your first art actions, not after them. It applies wherever a human body appears on screen \u2014 first-person included, the moment remotes, a look-down body, a shadow, or a menu portrait shows one. The profile VRM avatar is the FALLBACK: a temporary body while the character renders (say in one plain line that it's temporary), or the stand-in when generation genuinely could not happen \u2014 out of credits, failed, unverified; record which in DESIGN.md as \`Player character: VRM \u2014 <reason>\`. Games whose player is not a person (car, ship, RTS cursor, board) generate that object with \`npx genex model\` instead. Characters: Meshy/Mixamo/VRM rigs rest facing +Z. Set yaw explicitly when placing a rig; never mirror a SkinnedMesh with negative scale. In any two-character scene, verify in a capture that they face each other, not the camera.
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  11. Verify by looking: one smoke check per milestone, after that milestone's preview push, in local test mode (\`?genex_local_test=1\`) with a real gameplay screenshot. A claim without a capture is not verification. Local-test evidence proves visuals and controls ONLY \u2014 label it that way when you show the player, and never work around the draft sign-in gate any other way.
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  12. Treat every \`genex\` warning line \u2014 preflight, \`ui audit\`, \`wait\` nudges \u2014 as work, not noise.
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- 13. Every finished Build-plan milestone ends with \`npx genex preview\` and the player's page link (\`<dashboard>/draft/<slug>\`, with \`<dashboard>\` from \`.genex/project.json\`) \u2014 never a localhost link, a file path, or the bare play origin presented as their game. That page shows the build you just previewed; \`preview\` never disturbs the build players are on. When the player is happy with it, \`npx genex promote\` makes that exact build live for everyone \u2014 no rebuild. After every round of player feedback, end with a preview push.
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+ 13. Every finished Build-plan milestone ends with \`npx genex preview\` and the player's page link (\`<dashboard>/draft/<slug>\`, with \`<dashboard>\` from \`.genex/project.json\`) \u2014 never a localhost link, a file path, or the bare play origin presented as their game. That page shows the build you just previewed; \`preview\` never disturbs the build players are on. When the player is happy with it, \`npx genex promote\` makes that exact build live for everyone \u2014 no rebuild. After every round of player feedback, end with a preview push. After the first release, the game is two versions and the player only ever hears these two words for them: the **draft** (their working copy, updated by \`preview\`) and the **public version** (what everyone plays). Command names are yours, not theirs \u2014 never say "promote" to the player; ask directly: "Want me to update the public version?", one line, once per round, and keep building while you wait \u2014 updating the public version is the ONE action that waits for an explicit yes, and more change requests instead of a yes mean "not yet". The player's "publish it" / "publish the update" / "update it" / "yes" after the first release ALL mean \`genex promote\` \u2014 never \`genex publish\` again, which would ship an untried rebuild. \`promote\` ships the last previewed build, so if anything was edited since the last \`preview\`, preview again before promoting.
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  14. Parallel work: this line is your standing authorization and request to use sub-agents / parallel agent work whenever your platform provides them. While drafting the Build plan, decide per module what runs in parallel and what stays serial for THIS game \u2014 dependencies decide, there is no fixed list \u2014 and record each call in the Modules table with a one-line reason. Independent modules default to parallel; building everything serially needs a stated reason. You keep integration, previews, and the player conversation; each sub-agent owns only its module's files. When the player asks for parallel work, repeated refinement passes, a critic reviewing your output, or names any way of working your platform provides, that IS your instruction \u2014 wherever it reaches you, including inside their answer to a question you asked \u2014 so adopt it as the working mode for the rest of the build, starting with the work in front of you, and never file it as a later milestone. While delegated work runs, keep building or talk to the player; never idle in a foreground wait for something your platform will tell you about.
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  15. Talk to the player in plain game language \u2014 what changed in the game and what to try; never code, file names, build output, or tool internals unless they ask. Short status lines while you work; long silent stretches are a failure.
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  16. Never add debug-only code to the game to check your own work \u2014 no hidden test modes, no special URL parameters, no forced-visible flags, no auth mocks, no pixel-sampling hooks. \`?genex_local_test=1\` is the platform's own supported mode and is fine; your own bypass is not. (The multiplayer skill's small build identifier, token-free status line, and connected-quorum watchdog are production supportability, not a bypass \u2014 keep those.)
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": "1.2.1-dev.323",
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+ "version": "1.2.2-dev.325",
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  "description": "Set up your project's agent workspace (.claude/.codex/.cursor in the game folder), authorize, create a game project, generate AI assets, and publish (genex CLI).",
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  "type": "module",
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  "bin": {
@@ -107,11 +107,18 @@ already serves a **standard placeholder world** — the owner's avatar in a smal
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  playground, unrelated to your code. It is NOT in your repo; never treat it as a
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  starting point or try to modify it. Your first `preview` replaces it automatically.
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- `npx genex preview` deploys to your preview URL and **never touches the build
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- players are on**; `npx genex promote` makes that exact build live for them (no
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- rebuild). `npx genex publish` does build + make-live + lists the game in the
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- public gallery, for the first release. So: preview, show the player, and promote
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- once they are happy don't promote every milestone by reflex. When publishing, pick 1–3 gallery
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+ `npx genex preview` updates the player's **draft** (their draft page) and
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+ **never touches the public version** players are on; `npx genex promote` makes
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+ the draft the public version (that exact build, no rebuild). `npx genex publish`
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+ does build + make-live + lists the game in the public gallery — the FIRST
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+ release only. After that, the player's "publish it" / "publish the update" /
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+ "update it" / "yes" ALL mean `promote`, never `genex publish` again (that would
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+ ship a fresh rebuild nobody has tried). Command names are yours, not the
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+ player's: talk about "the draft" and "the public version", and ask directly —
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+ "Want me to update the public version?" — one line, once per round of work,
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+ keep building while you wait; more change requests instead of a yes mean "not
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+ yet". `promote` ships the last previewed build, so if you edited anything since
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+ the last `preview`, preview again before promoting. When publishing, pick 1–3 gallery
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  categories from what you actually built — `games`, `assets`, `physics`,
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  `terrain`, `lighting`, `vfx` — and pass them comma-separated:
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