@jarrodmedrano/claude-skills 1.0.2 → 1.0.4
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/.claude/skills/bevy/SKILL.md +406 -0
- package/.claude/skills/bevy/references/bevy_specific_tips.md +385 -0
- package/.claude/skills/bevy/references/common_pitfalls.md +217 -0
- package/.claude/skills/bevy/references/ecs_patterns.md +277 -0
- package/.claude/skills/bevy/references/project_structure.md +116 -0
- package/.claude/skills/bevy/references/ui_development.md +147 -0
- package/.claude/skills/domain-driven-design/SKILL.md +459 -0
- package/.claude/skills/domain-driven-design/references/ddd_foundations_and_patterns.md +664 -0
- package/.claude/skills/domain-driven-design/references/rich_hickey_principles.md +406 -0
- package/.claude/skills/domain-driven-design/references/visualization_examples.md +790 -0
- package/.claude/skills/domain-driven-design/references/wlaschin_patterns.md +639 -0
- package/.claude/skills/game-design-theory/SKILL.md +102 -0
- package/.claude/skills/game-design-theory/design-principles.md +308 -0
- package/.claude/skills/game-design-theory/gameplay-elements.md +213 -0
- package/.claude/skills/game-design-theory/player-psychology.md +175 -0
- package/.claude/skills/game-design-theory/playtesting.md +321 -0
- package/.claude/skills/game-design-theory/storytelling.md +219 -0
- package/.claude/skills/game-feel/SKILL.md +305 -0
- package/.claude/skills/game-feel/references/adsr-tuning.md +271 -0
- package/.claude/skills/game-feel/references/classic-profiles.md +279 -0
- package/.claude/skills/game-feel/references/perception-thresholds.md +160 -0
- package/.claude/skills/game-feel/references/polish-effects.md +246 -0
- package/.claude/skills/game-feel/references/simulation-recipes.md +306 -0
- package/.claude/skills/game-feel/references/six-metrics.md +239 -0
- package/.claude/skills/godot/SKILL.md +728 -0
- package/.claude/skills/godot/assets/templates/attribute_template.gd +109 -0
- package/.claude/skills/godot/assets/templates/component_template.gd +76 -0
- package/.claude/skills/godot/assets/templates/interaction_template.gd +108 -0
- package/.claude/skills/godot/assets/templates/item_resource.tres +11 -0
- package/.claude/skills/godot/assets/templates/spell_resource.tres +20 -0
- package/.claude/skills/godot/references/architecture-patterns.md +608 -0
- package/.claude/skills/godot/references/common-pitfalls.md +518 -0
- package/.claude/skills/godot/references/file-formats.md +491 -0
- package/.claude/skills/godot/references/godot4-physics-api.md +302 -0
- package/.claude/skills/godot/scripts/validate_tres.py +145 -0
- package/.claude/skills/godot/scripts/validate_tscn.py +170 -0
- package/.claude/skills/level-design/SKILL.md +249 -0
- package/.claude/skills/level-design/anticipatory-play.md +223 -0
- package/.claude/skills/level-design/hiding-linearity.md +181 -0
- package/.claude/skills/level-design/indie-practices.md +286 -0
- package/.claude/skills/level-design/open-world-planning.md +294 -0
- package/.claude/skills/level-design/play-personas.md +240 -0
- package/.claude/skills/level-design/procedural-handmade.md +271 -0
- package/.claude/skills/level-design/themed-environments.md +264 -0
- package/.claude/skills/react-three-fiber/SKILL.md +2055 -0
- package/.claude/skills/react-three-fiber/scripts/build-scene.ts +171 -0
- package/package.json +3 -1
- package/scripts/install.js +16 -1
- package/templates/github-actions/README.md +36 -0
- /package/.claude/{commands/design-review → agents}/design-review-agent.md +0 -0
- /package/.claude/{commands/code-review → agents}/pragmatic-code-review-subagent.md +0 -0
- /package/{.claude/commands/code-review → templates/github-actions}/claude-code-review-custom.yml +0 -0
- /package/{.claude/commands/code-review → templates/github-actions}/claude-code-review.yml +0 -0
- /package/{.claude/commands/security-review → templates/github-actions}/security.yml +0 -0
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# Themed Level Environments
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Based on Chapter 5: "Hell, Hyboria, and Disneyland" by Scott Rogers.
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## The Evolution of Themed Levels
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Themed video game levels are environments designed to a particular subject matter, bringing together: character, location, story, enemies, mechanics, hazards, art, events, and music.
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> "These themed levels are the playgrounds of our dreams."
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---
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## The Ten Classic Tropes
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### 1. Outer Space
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**Origin:** Spacewar! (1961) and the black CRT screen
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**Why it works:**
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- Black screens naturally suggest space
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- Vector-drawn stars look great on CRTs
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- Simple geometric ships (no animation needed)
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- Physics-based gameplay natural
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- Infinite bounds make sense
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**Modern usage:** Star Fox, Geometry Wars, space stations
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---
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### 2. Fire and Ice
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**Origin:** Dragon's Lair (1983) for fire; Ghost 'N Goblins (1984) for ice
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**Why they work:**
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- Killing with fire = collision box + art overlay (cheap to implement)
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- Low-friction surfaces = physics tweak
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- Perfect timing puzzles (break player rhythm)
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- Wide array of thematic enemies
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- Strong color palette (red/blue) for visual distinction
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**Design advantages:**
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- Fire: Lava pits, flame jets, fire-breathing enemies
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- Ice: Slippery surfaces, icicle hazards, yetis, hypothermia
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---
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### 3. Dungeon/Cavern/Tomb
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**Origin:** Colossal Cave Adventure (1976), Rogue (1980)
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**Why it works:**
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- Tileable wall textures (memory efficient)
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- Traps without explanation needed
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- Treasure without justification needed
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- Easily repeatable art assets
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- Expected danger creates tension
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**Modern usage:** Every RPG ever, roguelikes, action-adventures
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---
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### 4. Factory
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**Origin:** Donkey Kong (1981), Modern Times (1936 film influence)
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**Why it works:**
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- Moving obstacle courses
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- Easily combined and repurposed hazards
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- Scalable difficulty through speed/complexity
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- Mechanics adaptable to any setting
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**Factory mechanics in non-factories:**
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- Moving platforms (tombs, space stations)
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- Conveyer belts (any industrial setting)
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- Turning gears (clockwork, machinery)
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**Modern usage:** Super Mario Galaxy, Little Big Planet
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---
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### 5. Jungle
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**Origin:** Pitfall! (1982)
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**Creation story:**
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> "I drew a stick figure... put him on a path... Where is the path? Let's put it in a jungle. Why is he running? [draw treasures, enemies]" — David Crane
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**Why it works:**
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- Flexibility of dungeons without dull colors
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- Exotic traps (quicksand, pits)
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- Exotic creatures (crocodiles, snakes, scorpions)
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- Colorful outdoor environment
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- Fluid movement (vines, branches, logs)
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**Mechanics:** Swinging vines, tree platforms, rivers with moving logs
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**Modern usage:** Crysis, Uncharted
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---
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### 6. Spooky
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**Origin:** Haunted House (1972 electromechanical), Ghost 'N Goblins (1984)
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**Why it works:**
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- Perfect for mood and story
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- Most adaptable trope
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- Combines easily with any other theme
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**Spooky combinations:**
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- Space + Spooky = Derelict spacecraft
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- Fire + Spooky = Hell
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- Urban + Spooky = Haunted city
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**The survival horror genre:** Sweet Home (1989) → Resident Evil, Silent Hill
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---
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### 7. Pirate
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**Origin:** Pirates of the Caribbean (Disneyland attraction, 1967)
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**Why it works:**
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- High-action gameplay ready
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- Melee combat natural
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- Treasure = clear rewards
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- Ships = interesting level geometry
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- Always pairs well with spooky (skeleton pirates)
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**Genre spread:** Simulation (Sid Meier's Pirates), platformer (Hook), action (Black Kat), puzzle (Zack & Wiki)
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---
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### 8. Gritty Urban
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**Origin:** Double Dragon (1987), influenced by Streets of Fire (1984)
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**Why it works:**
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- Real-world familiarity
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- Players understand context immediately
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- Modern stand-in for dungeon exploration
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- Can be improved or destroyed by player
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**The gangster game genre:** GTA, Saints Row
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- Sandbox worlds modeled on real cities
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- Player choice: improve or destroy
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---
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### 9. Space Station
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**Origin:** Major Havoc (1983)
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**Why it works:**
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- Sci-fi dungeon equivalent
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- Tech-based mechanics (force fields, airlocks)
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- Alien/robot enemies expected
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- Spectacular visual effects possible
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**Influence:** Aliens (1986 film) → System Shock, Halo, Dead Space
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---
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### 10. Sewer
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**Origin:** Mario Bros. (1983)
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**Creation:** Miyamoto was told his character looked more like a plumber than a carpenter. He put Mario in "a crab/turtle/firefly-infested sewer."
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**Why it works:**
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- Modern dungeon stand-in
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- Deadly hazards (rats, alligators, toxic water)
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- Factory mechanics (fans, platforms)
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- Pipes provide entrance/exit points
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**Modern usage:** Metal Gear Solid, Oblivion, Left 4 Dead
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---
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## The Mexican Pizza Technique
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**Definition:** Combine two different tropes to create something fresh.
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**Origin story:**
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> "In 2001, Taco Bell introduced the Mexican pizza... Growing up in San Diego, I knew what Mexican food was and... what pizza was. But what the heck was a Mexican pizza?"
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### Examples
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| Combination | Result |
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| Fire + Graveyard | Maximo: Ghosts to Glory |
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| Jungle + Urban | The Last of Us, Enslaved |
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| Pirate + Zombie | Plants vs. Zombies 2 |
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| Space + Sewer | Aliens-style vent crawling |
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| Medieval + Hell | Dante's Inferno |
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### Why It Works
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- Players recognize familiar elements
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- Combination creates novelty
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- Mechanics from both themes available
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- Visual distinctiveness
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---
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## The Disneyland Influence
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### Themed Lands Concept
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Walt Disney's park design philosophy:
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> "I don't want the public to see the real world they live in while they're in the park. I want them to feel like they are in another world."
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### Dark Ride Design
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Pirates of the Caribbean, Haunted Mansion:
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- Temperature-controlled environments
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- Vehicles directing view
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- Audio-animatronics synchronized to tracks
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- Complete immersion in artificial worlds
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### Application to Games
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- Complete thematic consistency
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- Every element supports the theme
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- Transitions between areas managed carefully
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- Player as "guest" experiencing designed journey
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---
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## The Hyboria Model
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Robert E. Howard's Conan world: Ancient civilizations packed into a compact continent.
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**Design advantages:**
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- Travel time compressed
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- Any culture accessible
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- Themed regions with distinct identities
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**D&D Influence:** Dungeons & Dragons adopted themed worlds → influenced video games → Gauntlet, Everquest, World of Warcraft
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---
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## Boss Enemies and Themed Levels
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### The Megaman Pattern
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Boss enemies' lairs match their appearances:
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- Fire Man lives in volcanic furnace
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- Ice Man lives in frigid lair
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- Bubble Man lives underwater
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### Design Synergy
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- Boss inspires level theme
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- Level theme supports boss mechanics
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- Player expectations set by environment
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- Thematic consistency reinforces both
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---
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## Building Believable Worlds
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### Sustaining Disbelief
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> "An important part about building a fantasy world is sustaining disbelief. Some of the best games... have one thing in common; you feel like the world was there despite you."
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### World-Building Questions
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- Why does this environment exist?
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- Who built/shaped it?
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- What happened here before the player arrived?
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- What would happen if the player never came?
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---
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## Summary
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1. **Classic tropes exist for practical reasons** — Technical advantages, clear mechanics
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2. **Combine tropes for freshness** — Mexican Pizza technique
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3. **Disneyland model** — Complete thematic immersion
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4. **Boss/level synergy** — Environment and enemy reinforce each other
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5. **World consistency** — Environment should feel like it exists independent of player
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