@playcraft/cli 0.0.43 → 0.0.46

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.
Files changed (996) hide show
  1. package/dist/atom-tree/build-skeleton.js +180 -0
  2. package/dist/atom-tree/fusion-hints.js +86 -0
  3. package/dist/atom-tree/selection.js +402 -0
  4. package/dist/commands/build-all.js +33 -5
  5. package/dist/commands/build.js +13 -7
  6. package/dist/commands/create.js +774 -50
  7. package/dist/commands/image.js +11 -0
  8. package/dist/commands/prad.js +3 -3
  9. package/dist/commands/remix.js +20 -0
  10. package/dist/commands/skills.js +961 -185
  11. package/dist/commands/tools-detect.js +56 -0
  12. package/dist/commands/tools-generation.js +21 -0
  13. package/dist/commands/tools-video-review.js +100 -0
  14. package/dist/commands/tools.js +4 -0
  15. package/dist/index.js +2 -0
  16. package/dist/prad/check.test.js +23 -1
  17. package/dist/prad/skills-index.js +1 -1
  18. package/dist/remix/init-template.js +80 -0
  19. package/dist/scaffold/compose.js +211 -0
  20. package/engine-packs/phaser/game/adapters/phaser.ts +52 -0
  21. package/engine-packs/phaser/game/config/game-config.ts +46 -0
  22. package/engine-packs/phaser/game/contract/publish.ts +141 -0
  23. package/engine-packs/phaser/game/contract/types.ts +34 -0
  24. package/engine-packs/phaser/game/index.ts +81 -0
  25. package/engine-packs/phaser/game/runtime-contract.ts +28 -0
  26. package/engine-packs/phaser/manifest.json +1 -0
  27. package/engine-packs/phaser/package.deps.json +1 -0
  28. package/engine-packs/threejs/game/config/game-config.ts +46 -0
  29. package/engine-packs/threejs/game/contract/publish.ts +141 -0
  30. package/engine-packs/threejs/game/contract/types.ts +34 -0
  31. package/engine-packs/threejs/game/index.ts +76 -0
  32. package/engine-packs/threejs/game/runtime-contract.ts +15 -0
  33. package/engine-packs/threejs/manifest.json +1 -0
  34. package/engine-packs/threejs/package.deps.json +8 -0
  35. package/package.json +18 -4
  36. package/project-template/.claude/agents/artist.md +101 -0
  37. package/project-template/.claude/agents/developer.md +90 -93
  38. package/project-template/.claude/agents/game-designer.md +192 -0
  39. package/project-template/.claude/agents/refs/README.md +57 -51
  40. package/project-template/.claude/agents/refs/{designer-color-audio-recipes.md → artist-color-audio-recipes.md} +2 -2
  41. package/project-template/.claude/agents/refs/{designer-deliverable-spec.md → artist-deliverable-spec.md} +57 -57
  42. package/project-template/.claude/agents/refs/{designer-dimension-axis.md → artist-dimension-axis.md} +5 -5
  43. package/project-template/.claude/agents/refs/{designer-handoff-v2-checklist.md → artist-handoff-v2-checklist.md} +15 -15
  44. package/project-template/.claude/agents/refs/artist-legacy-fallback.md +14 -0
  45. package/project-template/.claude/agents/refs/{designer-master-composite-recipes.md → artist-master-composite-recipes.md} +3 -3
  46. package/project-template/.claude/agents/refs/artist-style-exploration-flow.md +55 -0
  47. package/project-template/.claude/agents/refs/developer-dev-handoff.md +83 -40
  48. package/project-template/.claude/agents/refs/developer-impl-cookbook.md +365 -67
  49. package/project-template/.claude/agents/refs/developer-legacy-fallback.md +15 -0
  50. package/project-template/.claude/agents/refs/developer-phase1-flow.md +131 -85
  51. package/project-template/.claude/agents/refs/framework-5-component-filter.md +252 -0
  52. package/project-template/.claude/agents/refs/framework-game-feel-juice.md +266 -0
  53. package/project-template/.claude/agents/refs/framework-mda.md +147 -0
  54. package/project-template/.claude/agents/refs/game-designer-gameplay-sufficiency.md +123 -0
  55. package/project-template/.claude/agents/refs/game-designer-legacy-fallback.md +15 -0
  56. package/project-template/.claude/agents/refs/game-designer-workflow-detail.md +69 -0
  57. package/project-template/.claude/agents/refs/implementation-plan-guide.md +316 -0
  58. package/project-template/.claude/agents/refs/reviewer-convergence-eval.md +247 -33
  59. package/project-template/.claude/agents/refs/reviewer-legacy-fallback.md +14 -0
  60. package/project-template/.claude/agents/refs/skill-selector-guide.md +465 -0
  61. package/project-template/.claude/agents/refs/skill-value-layers.md +145 -0
  62. package/project-template/.claude/agents/refs/storyboard-generation-guide.md +110 -0
  63. package/project-template/.claude/agents/refs/ta-atlas-deliverable-standard.md +4 -4
  64. package/project-template/.claude/agents/refs/ta-pipeline-cookbook.md +101 -104
  65. package/project-template/.claude/agents/refs/technical-artist-legacy-fallback.md +14 -0
  66. package/project-template/.claude/agents/reviewer.md +81 -95
  67. package/project-template/.claude/agents/technical-artist.md +71 -95
  68. package/project-template/.claude/hooks/README.md +83 -35
  69. package/project-template/.claude/hooks/asr-coverage-validate.mjs +19 -19
  70. package/project-template/.claude/hooks/block-developer-preflight.mjs +185 -0
  71. package/project-template/.claude/hooks/block-ring1-tasklist.mjs +95 -0
  72. package/project-template/.claude/hooks/gate-dispatcher.mjs +78 -0
  73. package/project-template/.claude/hooks/gate-runner.mjs +557 -0
  74. package/project-template/.claude/hooks/gate.mjs +170 -0
  75. package/project-template/.claude/hooks/snapshot-milestone.mjs +246 -0
  76. package/project-template/.claude/hooks/user-prompt.mjs +193 -0
  77. package/project-template/.claude/hooks/validate-atom-tree-selection.mjs +281 -0
  78. package/project-template/.claude/hooks/validate-workflow-stop.mjs +1535 -95
  79. package/project-template/.claude/settings.json +54 -9
  80. package/project-template/.claude/skills/brainstorming/SKILL.md +161 -0
  81. package/project-template/.claude/skills/brainstorming/scripts/frame-template.html +270 -0
  82. package/project-template/.claude/skills/brainstorming/scripts/helper.js +177 -0
  83. package/project-template/.claude/skills/brainstorming/scripts/server.cjs +354 -0
  84. package/project-template/.claude/skills/brainstorming/scripts/start-server.sh +148 -0
  85. package/project-template/.claude/skills/brainstorming/scripts/stop-server.sh +56 -0
  86. package/project-template/.claude/skills/brainstorming/scripts/wait-for-selection.sh +62 -0
  87. package/project-template/.claude/skills/brainstorming/spec-document-reviewer-prompt.md +49 -0
  88. package/project-template/.claude/skills/brainstorming/visual-companion.md +309 -0
  89. package/project-template/.claude/skills/playcraft-ad-psychology/SKILL.md +3 -3
  90. package/project-template/.claude/skills/playcraft-art-style-guide/SKILL.md +3 -3
  91. package/project-template/.claude/skills/playcraft-asset-state-sheet/SKILL.md +35 -25
  92. package/project-template/.claude/skills/playcraft-audio-generation/SKILL.md +15 -15
  93. package/project-template/.claude/skills/playcraft-build-optimizer/SKILL.md +5 -5
  94. package/project-template/.claude/skills/playcraft-image-generation/SKILL.md +5 -5
  95. package/project-template/.claude/skills/playcraft-image-generation/reference/compare-style.template.mjs +5 -5
  96. package/project-template/.claude/skills/playcraft-image-generation/reference/gen-batch-sprite.template.mjs +116 -27
  97. package/project-template/.claude/skills/playcraft-image-generation/reference/prompt-cookbook.md +1 -1
  98. package/project-template/.claude/skills/playcraft-image-processing/SKILL.md +219 -0
  99. package/project-template/.claude/skills/playcraft-playable-optimization/SKILL.md +161 -0
  100. package/project-template/.claude/skills/playcraft-research/SKILL.md +24 -21
  101. package/project-template/.claude/skills/playcraft-skill-recommender/SKILL.md +331 -0
  102. package/project-template/.claude/skills/playcraft-sprite-generation/SKILL.md +48 -48
  103. package/project-template/.claude/skills/playcraft-sprite-remix/SKILL.md +158 -0
  104. package/project-template/.claude/skills/playcraft-sprite-sheet/SKILL.md +100 -0
  105. package/project-template/.claude/skills/playcraft-storyboard/SKILL.md +4 -4
  106. package/project-template/.claude/skills/playcraft-style-qa/SKILL.md +45 -45
  107. package/project-template/.claude/skills/playcraft-text-rendering/SKILL.md +27 -27
  108. package/project-template/.claude/skills/session-analyzer/SKILL.md +386 -0
  109. package/project-template/.claude/skills/session-analyzer/scripts/execution-breakdown.mjs +182 -0
  110. package/project-template/.claude/skills/session-analyzer/scripts/find-turns.mjs +72 -0
  111. package/project-template/.claude/skills/session-analyzer/scripts/heavy-output.mjs +121 -0
  112. package/project-template/.claude/skills/session-analyzer/scripts/resolve-session.mjs +103 -0
  113. package/project-template/.claude/skills/session-analyzer/scripts/subagent-stats.mjs +127 -0
  114. package/project-template/.claude/skills/session-analyzer/scripts/subagent-tool-timeline.mjs +106 -0
  115. package/project-template/.claude/skills/session-analyzer/scripts/time-gaps.mjs +128 -0
  116. package/project-template/.claude/skills/session-analyzer/scripts/turn-timeline.mjs +67 -0
  117. package/project-template/.claude/snapshot.mjs +350 -0
  118. package/project-template/.codebuddy/settings.json +53 -0
  119. package/project-template/.cursor/hooks.json +1 -1
  120. package/project-template/.cursor/rules/playcraft-orchestrator.mdc +91 -86
  121. package/project-template/.cursor/rules/playcraft-subagent-boundary.mdc +16 -5
  122. package/project-template/CHANGELOG.md +105 -0
  123. package/project-template/CLAUDE.md +58 -254
  124. package/project-template/docs/DESIGN.md +65 -0
  125. package/project-template/docs/intent-clarifications.md +58 -0
  126. package/project-template/docs/pipeline-overview.md +69 -0
  127. package/project-template/docs/project-state.md +211 -0
  128. package/project-template/docs/team/agent-conduct.md +51 -105
  129. package/project-template/docs/team/agent-runtime-matrix.md +60 -74
  130. package/project-template/docs/team/atom-tree-format.md +169 -0
  131. package/project-template/docs/team/collaboration.md +319 -225
  132. package/project-template/docs/team/core-model.md +80 -46
  133. package/project-template/docs/team/game-designer-migration-todo.md +8 -0
  134. package/project-template/docs/team/harness-legacy-deprecation.md +23 -0
  135. package/project-template/docs/team/platform-capabilities.md +16 -13
  136. package/project-template/docs/team/workflow-changelog.md +95 -23
  137. package/project-template/docs/team/workflow-consistency-checklist.md +93 -45
  138. package/project-template/focus-lab/.gitkeep +0 -0
  139. package/project-template/game/.playcraft-scaffold-pending +0 -0
  140. package/project-template/game/index.ts +18 -0
  141. package/project-template/globals.d.ts +51 -0
  142. package/project-template/index.css +34 -0
  143. package/project-template/index.html +18 -0
  144. package/project-template/main.ts +9 -0
  145. package/project-template/package.json +79 -0
  146. package/project-template/skills/README.md +52 -0
  147. package/project-template/skills/_shared/agent-prep.md +136 -0
  148. package/project-template/skills/_shared/requirements.txt +1 -0
  149. package/project-template/skills/_shared/scripts/build-evidence-gate.mjs +87 -0
  150. package/project-template/skills/_shared/scripts/context-budget.mjs +215 -0
  151. package/project-template/skills/_shared/scripts/create-playable.mjs +140 -0
  152. package/project-template/skills/_shared/scripts/dev-start.mjs +151 -0
  153. package/project-template/skills/_shared/scripts/disclosure-config.mjs +480 -0
  154. package/project-template/skills/_shared/scripts/ensure-project.mjs +532 -0
  155. package/project-template/skills/_shared/scripts/gen-placeholder-audio.py +345 -0
  156. package/project-template/skills/_shared/scripts/gen-placeholder.py +244 -0
  157. package/project-template/skills/_shared/scripts/harness-smoke.mjs +257 -0
  158. package/project-template/skills/_shared/scripts/lib/validator-artifacts.mjs +129 -0
  159. package/project-template/skills/_shared/scripts/placeholder-pack-sheet.mjs +67 -0
  160. package/project-template/skills/_shared/scripts/placeholder_audio_lib.py +142 -0
  161. package/project-template/skills/_shared/scripts/placeholder_lib.py +993 -0
  162. package/project-template/skills/_shared/scripts/render-project-state.mjs +278 -0
  163. package/project-template/skills/_shared/scripts/ring-config.mjs +252 -0
  164. package/project-template/skills/_shared/scripts/skills-check.mjs +176 -0
  165. package/project-template/skills/_shared/scripts/slice-set.mjs +77 -0
  166. package/project-template/skills/_shared/scripts/state-advance-ring.mjs +63 -0
  167. package/project-template/skills/_shared/scripts/state-get.mjs +215 -0
  168. package/project-template/skills/_shared/scripts/state-handoff.mjs +120 -0
  169. package/project-template/skills/_shared/scripts/state-set.mjs +113 -0
  170. package/project-template/skills/_shared/scripts/state-store.mjs +893 -0
  171. package/project-template/skills/_shared/scripts/sync-template-skills.mjs +112 -0
  172. package/project-template/skills/_shared/scripts/verify-asset-code-sync.mjs +265 -0
  173. package/project-template/skills/_shared/scripts/verify-atom-conformance.mjs +181 -0
  174. package/project-template/skills/_shared/scripts/verify-env.mjs +285 -0
  175. package/project-template/skills/_shared/scripts/verify-placeholders.mjs +161 -0
  176. package/project-template/skills/_shared/scripts/workflow-doctor.mjs +348 -0
  177. package/project-template/skills/playable-animate/SKILL.md +52 -0
  178. package/project-template/skills/playable-animate/agents/openai.yaml +4 -0
  179. package/project-template/skills/playable-animate/references/board-refresh.md +30 -0
  180. package/project-template/skills/playable-animate/references/diagnosis-checklist.md +25 -0
  181. package/project-template/skills/playable-animate/references/entrance-sequencing.md +33 -0
  182. package/project-template/skills/playable-animate/references/interaction-timing.md +23 -0
  183. package/project-template/skills/playable-art/SKILL.md +203 -0
  184. package/project-template/skills/playable-art/agents/openai.yaml +4 -0
  185. package/project-template/skills/playable-art/references/alpha-postprocess.md +46 -0
  186. package/project-template/skills/playable-art/references/cta-art-spec.md +59 -0
  187. package/project-template/skills/playable-art/references/layout-proportions.md +30 -0
  188. package/project-template/skills/playable-art/references/prompt-patterns.md +83 -0
  189. package/project-template/skills/playable-art/references/reference-comparison.md +30 -0
  190. package/project-template/skills/playable-art/references/sheet-import-v2.md +91 -0
  191. package/project-template/skills/playable-art/scripts/build-atlas.py +332 -0
  192. package/project-template/skills/playable-art/scripts/chroma-key.py +50 -0
  193. package/project-template/skills/playable-art/scripts/extract-alpha-split.py +65 -0
  194. package/project-template/skills/playable-art/scripts/extract-dual-bg-alpha.py +118 -0
  195. package/project-template/skills/playable-art/scripts/import-gpt-art-sheets-v2.py +403 -0
  196. package/project-template/skills/playable-art/scripts/import-gpt-art-sheets.py +280 -0
  197. package/project-template/skills/playable-art/scripts/import-gpt-tile-sheet.py +114 -0
  198. package/project-template/skills/playable-art/scripts/import_gpt_art_pipeline.py +321 -0
  199. package/project-template/skills/playable-art/scripts/import_gpt_art_sheets_v2_test.py +126 -0
  200. package/project-template/skills/playable-art/scripts/placeholder_common.py +98 -0
  201. package/project-template/skills/playable-art/scripts/remove-bg.py +91 -0
  202. package/project-template/skills/playable-art/scripts/review-processed-assets.py +468 -0
  203. package/project-template/skills/playable-art/scripts/review_processed_assets_test.py +116 -0
  204. package/project-template/skills/playable-art/scripts/verify-alpha-clean.py +105 -0
  205. package/project-template/skills/playable-debug/SKILL.md +116 -0
  206. package/project-template/skills/playable-debug/agents/openai.yaml +4 -0
  207. package/project-template/skills/playable-debug/references/debug-config.md +40 -0
  208. package/project-template/skills/playable-focus/SKILL.md +148 -0
  209. package/project-template/skills/playable-focus/scripts/bootstrap-playground.mjs +84 -0
  210. package/project-template/skills/playable-focus/scripts/extract-focus-frames.mjs +87 -0
  211. package/project-template/skills/playable-focus/scripts/generate-focus-reports.mjs +121 -0
  212. package/project-template/skills/playable-focus/scripts/playground.mjs +390 -0
  213. package/project-template/skills/playable-focus/templates/focus-lab/frame.html +39 -0
  214. package/project-template/skills/playable-focus/templates/focus-lab/harness/clean-stage.js +114 -0
  215. package/project-template/skills/playable-focus/templates/focus-lab/harness/frame-lab-scene.js +94 -0
  216. package/project-template/skills/playable-focus/templates/focus-lab/harness/particle-lab-scene.js +224 -0
  217. package/project-template/skills/playable-focus/templates/focus-lab/model.html +16 -0
  218. package/project-template/skills/playable-focus/templates/focus-lab/particle.html +38 -0
  219. package/project-template/skills/playable-focus/templates/focus-lab/shatter.html +47 -0
  220. package/project-template/skills/playable-focus/templates/playground/registry.template.json +55 -0
  221. package/project-template/skills/playable-focus/templates/playground/vfx-catalog.template.json +280 -0
  222. package/project-template/skills/playable-fx-decompose/SKILL.md +212 -0
  223. package/project-template/skills/playable-fx-decompose/examples.md +89 -0
  224. package/project-template/skills/playable-fx-decompose/reference.md +201 -0
  225. package/project-template/skills/playable-fx-decompose/requirements.txt +2 -0
  226. package/project-template/skills/playable-fx-decompose/scripts/build-blank-tile-crack.py +192 -0
  227. package/project-template/skills/playable-fx-decompose/scripts/fix-shard-debris-frames.py +60 -0
  228. package/project-template/skills/playable-fx-decompose/scripts/generate-shard-debris.py +276 -0
  229. package/project-template/skills/playable-fx-peak/SKILL.md +237 -0
  230. package/project-template/skills/playable-fx-peak/requirements.txt +2 -0
  231. package/project-template/skills/playable-fx-peak/scripts/fix-frame-edges.py +70 -0
  232. package/project-template/skills/playable-fx-peak/scripts/repack-frame-sequence.py +526 -0
  233. package/project-template/skills/playable-fx-peak/scripts/validate-frame-anchors.py +130 -0
  234. package/project-template/skills/playable-placeholder/SKILL.md +239 -0
  235. package/project-template/skills/playable-record/SKILL.md +166 -0
  236. package/project-template/skills/playable-record/scripts/lib/build-artifact.mjs +92 -0
  237. package/project-template/skills/playable-record/scripts/lib/dev-server.mjs +104 -0
  238. package/project-template/skills/playable-record/scripts/lib/record-audio-bridge.js +141 -0
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  252. package/project-template/skills/playable-validate/SKILL.md +260 -0
  253. package/project-template/skills/playable-validate/references/checklist-detail.md +36 -0
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  255. package/project-template/skills/playable-validate/validation-rules.md +200 -0
  256. package/project-template/skills/playable-verify-ui/SKILL.md +295 -0
  257. package/project-template/skills/playable-verify-ui/examples/asset-manifest.example.json +36 -0
  258. package/project-template/skills/playable-verify-ui/examples/mahjong-match.profile.yaml +334 -0
  259. package/project-template/skills/playable-verify-ui/profiles/template.profile.yaml +84 -0
  260. package/project-template/skills/playable-verify-ui/reference.md +165 -0
  261. package/project-template/skills/playable-verify-ui/references/phaser-patterns.md +67 -0
  262. package/project-template/skills/playable-verify-ui/references/scaling-decision-tree.md +51 -0
  263. package/project-template/skills/playable-verify-ui/requirements.txt +7 -0
  264. package/project-template/skills/playable-verify-ui/schema/asset-manifest.schema.json +68 -0
  265. package/project-template/skills/playable-verify-ui/schema/playable-ui-profile.schema.json +171 -0
  266. package/project-template/skills/playable-verify-ui/scripts/asset_manifest.py +231 -0
  267. package/project-template/skills/playable-verify-ui/scripts/lib/__init__.py +1 -0
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- | `docs/project-state.md` | ☐ | {{e.g. ui_pass, Wave 2 done}} |
10
- | `docs/design-brief.md` | ☐ | {{e.g. flow scenes for navigation}} |
11
- | `docs/layout-spec.md` | ☐ | {{e.g. zones, assetMapping, atlas paths}} |
12
- | `docs/atom-plan.json` | ☐ | {{e.g. Developer atoms + skillRefs}} |
13
- | `docs/atom-plan.md` | ☐ | Impl Skill Context + acceptance |
14
- | `docs/style-exploration.md` | ☐ | {{e.g. MC panel layout per scene}} |
15
- | `logs/designer-log.md` | ☐ | {{e.g. palette locked, motion notes}} |
16
- | `logs/ta-log.md` | ☐ | {{e.g. compliance green, atlas params}} |
7
+ | Doc | Read ✓ | One-line takeaway |
8
+ | ----------------------------- | ------- | --------------------------------------------------------------------------- |
9
+ | `docs/project-state.md` | ☐ | {{stage, gates, devStatus}} |
10
+ | `docs/implementation-plan.md` | ☐ | {{Feature 列表 + 依赖图 + 首关策略}} |
11
+ | `docs/design-brief.md` | ☐ | {{rings 2+ only — ring 1 reads DESIGN.md instead}} |
12
+ | `docs/layout-spec.md` | ☐ | {{zones, assetMapping, atlas paths}} |
13
+ | `docs/atom-tree.json` | ☐ | {{selected atom refs in meta.selectedAtoms + mediaGroups + revision trail}} |
14
+ | `docs/atom-tree.md` | ☐ | `Selected Atoms Summary` / `Selected Skill Notes` + acceptance |
15
+ | `docs/DESIGN.md` | ☐ | {{player goal, core loop, fun source}} |
16
+ | `docs/style-exploration.md` | ☐ | {{MC panel layout per scene}} |
17
+ | `docs/scaffold-manifest.md` | ☐ / n/a | {{scaffold file → atom source mapping}} |
18
+
19
+ ---
20
+
21
+ ## Spec Quick-Check
22
+
23
+ > **Before coding**, confirm the spec is actually implementable in the current project.
24
+
25
+ - **Required gameplay / UI contract paths complete**: {{yes/no}}
26
+ - **Feature list can map onto current project structure**: {{yes/no}}
27
+ - **Current blockers**: {{none / list}}
28
+ - **If blocked, routeTo**: {{Game Designer / Artist / TA / none}}
17
29
 
18
30
  ---
19
31
 
20
32
  ## Skill Preflight
21
33
 
22
- > **Before any `game/` edits (ui_pass).** See `refs/developer-phase1-flow.md` Step 3.
34
+ > **Before coding**, read the Skills referenced in your atoms and record what they contribute.
35
+
36
+ | selectedAtomRef | Read path / source | 提供了什么 | 怎么用 | 注意 |
37
+ | ---------------------- | -------------------------------------- | ------------------------ | ----------------------------------------- | ------------ |
38
+ | {{selectedAtomRef}} | {{SKILL / ref}} | {{一句话}} | {{scaffold import / 参考设计 / 参考配置}} | {{关键约束}} |
39
+ | `playable-placeholder` | `skills/playable-placeholder/SKILL.md` | Tier 2 图片/音频批量占位 | batch 生成 + sidecar | build 环必载 |
40
+
41
+ ### Fusion wiring (≥2 gameplay atoms only)
42
+
43
+ > When `meta.selectedAtoms` includes **2+ `*.aigameplay` refs**, record how each mechanic is wired and how `autoPlay()` reaches both.
23
44
 
24
- | skillRef | access | `ref/` files read (paths) | `scaffold` included |
25
- | ------------ | --------------------- | ------------------------- | ------------------- |
26
- | {{skillRef}} | linked / cli-fallback | {{paths}} | yes / no |
45
+ | Gameplay atom | Wiring evidence (file / symbol) | autoPlay touchpoint |
46
+ | ------------- | ------------------------------------------- | --------------------------------- |
47
+ | {{atomA}} | {{e.g. game/gameplay/match3.ts → trySwap}} | {{e.g. publish autoPlay phase 1}} |
48
+ | {{atomB}} | {{e.g. game/gameplay/memory.ts → flipCard}} | {{e.g. publish autoPlay phase 2}} |
27
49
 
28
50
  ---
29
51
 
30
- ## UI Pass Plan
52
+ ## Read / Load Log
31
53
 
32
- > **ui_pass only — mandatory before UI implementation.** Hook enforces on STOP.
54
+ > **有代码也必须先读。** Record the actual files, skills, and runtime inputs you loaded before editing.
33
55
 
34
- ### Architecture
56
+ | Type | Path / Item | Why relevant | Read / Loaded ✓ | One-line takeaway |
57
+ | ----- | ----------- | ------------ | --------------- | ----------------- |
58
+ | code | {{path}} | {{reason}} | ☐ | {{what matters}} |
59
+ | skill | {{skill}} | {{reason}} | ☐ | {{what matters}} |
60
+ | asset | {{path}} | {{reason}} | ☐ | {{what matters}} |
35
61
 
36
- - **Engine**: {{engine}}
37
- - **Entry**: `game/index.html`
38
- - **Scene flow**: Hook → Tutorial → EndCard → CTA (navigation only in ui_pass)
62
+ ---
63
+
64
+ ## Skill-to-Prototype Assembly (Project Assembly Checkpoint)
65
+
66
+ > **Mandatory before feature logic implementation.** Convert adopted Skill decisions into the smallest local playable spine before expanding features. This is a rework-prevention tool, not an audit form.
67
+
68
+ ### Assembly thinking
39
69
 
40
- ### Scene-Asset Binding Plan
70
+ #### What skill decisions am I inheriting?
41
71
 
42
- | Scene | Assets (assetMapping) | Atlas/Frame | On disk? |
43
- | -------- | --------------------- | ----------- | -------- |
44
- | hook | {{paths}} | {{json}} | {{y/n}} |
45
- | tutorial | {{paths}} | {{json}} | {{y/n}} |
46
- | endcard | {{paths}} | {{json}} | {{y/n}} |
72
+ - {{object model / rule location / state flow / interaction boundary / asset organization}}
47
73
 
48
- ### Scene navigation (for Reviewer ui_diff)
74
+ #### What project-specific changes are required?
49
75
 
50
- | MC panel | Scene key | How to reach (URL param / button) |
51
- | ---------- | ----------- | ---------------------------------- |
52
- | Concept | {{initial}} | {{e.g. ?scene=main or default}} |
53
- | Hook | hook | {{e.g. ?scene=hook}} |
54
- | Onboarding | tutorial | {{e.g. button or ?scene=tutorial}} |
55
- | EndCard | endcard | {{...}} |
56
- | CTA | cta | {{...}} |
76
+ - {{game size / contract paths / first-level requirement / UI states / runtime constraints}}
57
77
 
58
- ### Risk Checklist (ui_pass)
78
+ #### What is the smallest playable spine before feature expansion?
59
79
 
60
- - [ ] Every assetMapping path verified on disk
61
- - [ ] Scene navigation documented for all 5 MC panels
62
- - [ ] No core gameplay rules in ui_pass scope
63
- - [ ] No external network dependencies
80
+ - {{load setup → render core objects → player action → feedback → rule resolution}}
81
+
82
+ ### Scaffold adoption
83
+
84
+ | Scaffold / existing file | Atom / source | Skill decision carried by this file | Used by feature | Adopt / ignore-with-reason | Notes |
85
+ | ------------------------ | ------------- | ----------------------------------- | --------------- | -------------------------- | -------------------------------- |
86
+ | {{path}} | {{skillRef}} | {{decision}} | {{feature}} | {{adopt / reason}} | {{how it shapes implementation}} |
87
+
88
+ ### Placeholder materialization
89
+
90
+ > **Policy**: Tier 1 link → Tier 2 `placeholder:gen` (image) / `placeholder:gen-audio` (loaded MP3) → Tier 3 code-draw or event hook only. Load **`playable-placeholder`** skill before materialization.
91
+
92
+ | Asset contract path | Tier / Source | Size | Generated / verified | Used by scene / feature | Notes |
93
+ | ------------------- | ------------------------------------------------- | ------- | -------------------- | ----------------------- | ---------------------------- |
94
+ | {{path}} | {{Tier 1/2/3 — linked / placeholder / code-draw}} | {{WxH}} | ☐ | {{scene / feature}} | {{label / reason if Tier 3}} |
95
+
96
+ - **Placeholder script**: `ta-workspace/scripts/gen-placeholders.mjs` {{created / updated / n/a}}
97
+ - **Audio placeholder script**: `ta-workspace/scripts/gen-placeholder-audio.mjs` {{created / updated / n/a}}
98
+ - **Placeholder run result**: {{success / partial / failed + reason}}
99
+ - **Tier 3 code-draw exceptions**: {{list each with one-line why placeholder file was not viable, or "none"}}
100
+ - **No runtime remote image URLs**: {{yes/no}}
101
+ - **No code-draw substituting Tier 2 paths**: {{yes/no}}
102
+
103
+ ### Minimal prototype wiring baseline
104
+
105
+ | Feature | Skill / ref basis | Skill-defined loop step | Code entry / scaffold file | Asset paths | Baseline status |
106
+ | ----------- | ------------------ | ----------------------------------------------------------- | -------------------------- | ----------- | ------------------- |
107
+ | {{feature}} | {{skillRef / ref}} | {{e.g. setup / player action / feedback / rule resolution}} | {{path}} | {{paths}} | {{ready / blocked}} |
108
+
109
+ - **Skill-defined minimal loop**: {{describe the smallest playable loop from the adopted Skill/ref; not necessarily full ad flow}}
110
+ - **Closed-loop path ready for implementation**: {{yes/no}}
111
+ - **Open blockers before coding**: {{none / list}}
112
+ - **If I am about to rewrite scaffold from scratch, why is adaptation insufficient?** {{reason / n/a}}
64
113
 
65
114
  ---
66
115
 
67
- ## Gameplay Pass Plan
116
+ ## Implementation Plan
68
117
 
69
- > **gameplay_pass only — mandatory before PGS / rules implementation.**
118
+ > **development stage — mandatory before any `game/` edit.** Hook enforces on STOP.
119
+ >
120
+ > This section captures the Developer execution plan for the current run. Developer role ownership and boundaries live in `.claude/agents/developer.md`.
121
+
122
+ ### Architecture
123
+
124
+ - **Engine**: {{engine}}
125
+ - **Entry**: `game/index.html`
126
+ - **Skill-defined minimal loop**: {{setup → player action → feedback → rule resolution, or the loop defined by adopted Skill/ref}}
127
+ - **Ad experience flow**: {{Hook / Tutorial / Gameplay / EndCard / CTA if required by plan, otherwise list required scenes/states}}
128
+
129
+ ### Scene / Loop Asset Binding Plan
130
+
131
+ | Scene / loop step | Assets (assetMapping) | Atlas/Frame | Placeholder strategy |
132
+ | ---------------------------- | --------------------- | ----------- | ----------------------------------- |
133
+ | {{scene or skill loop step}} | {{paths}} | {{json}} | {{Skill asset / placeholder color}} |
134
+
135
+ ### Scene navigation (for Reviewer ui_diff, if required by plan)
136
+
137
+ | Required panel / state | Scene key | How to reach (URL param / button) |
138
+ | ---------------------- | --------- | --------------------------------- |
139
+ | {{panel/state}} | {{key}} | {{e.g. ?scene=main or button}} |
70
140
 
71
141
  ### PGS Strategy
72
142
 
73
- - **Gameplay type**: {{from design-brief}}
74
- - **Core rules**: {{from Skill recipe}}
75
- - **First level guarantee**: {{how tutorial ensures win}}
143
+ - **Gameplay type**: {{from DESIGN.md (+ design-brief in rings 2+) / adopted Skill}}
144
+ - **Core rules**: {{from Skill recipe / ref source}}
145
+ - **Minimal loop guarantee**: {{how the skill-defined loop can be completed locally}}
146
+ - **First level guarantee**: {{if required by plan}}
76
147
  - **State machine**: {{states and transitions}}
77
148
 
78
- ### Risk Checklist (gameplay_pass)
149
+ ### Risk Checklist
79
150
 
80
- - [ ] UI shell unchanged unless open UI Diff items
81
- - [ ] testCases written before rule implementation
82
- - [ ] First level guarantees player success
83
- - [ ] CTA handler with platform fallbacks
151
+ - [ ] Every assetMapping path used by current features is accounted for (Skill asset / placeholder noted)
152
+ - [ ] Skill-defined minimal loop can run locally
153
+ - [ ] Required scene navigation documented for all plan-required panels / states
154
+ - [ ] First level guarantee covered if required by plan
155
+ - [ ] CTA handler with platform fallbacks if required by plan
84
156
  - [ ] Zero external network requests
157
+ - [ ] No open unexplained blockers
158
+
159
+ ---
160
+
161
+ ## Feature Checklist
162
+
163
+ > Convert `docs/implementation-plan.md` into the real execution and acceptance checklist.
164
+
165
+ | Order | Feature | Source refs | Dependencies | Existing code read? | Done when | Status |
166
+ | ----- | ----------- | --------------------- | ------------ | ------------------- | --------------------- | --------------------------------------- |
167
+ | 1 | {{feature}} | {{plan/design/skill}} | {{deps}} | yes / no | {{completion signal}} | todo / doing / done / partial / blocked |
168
+
169
+ ---
170
+
171
+ ## Feature Review
172
+
173
+ > **Ready 判断前必须逐项 review。**
174
+
175
+ | Feature | Status | Verification | Review notes | Remaining risk / blocker |
176
+ | ----------- | ------------------------ | -------------------- | --------------------------------------------------------------------- | ------------------------ |
177
+ | {{feature}} | {{done/partial/blocked}} | {{what was checked}} | {{did existing code + skill reading actually inform implementation?}} | {{none / issue}} |
178
+
179
+ ### Review decision
180
+
181
+ - **Checklist complete**: {{yes/no}}
182
+ - **Unexplained partial / blocked items**: {{none / list}}
183
+ - **Can enter ready check**: {{yes/no}}
85
184
 
86
185
  ---
87
186
 
@@ -98,29 +197,54 @@
98
197
 
99
198
  ## Dev self-check
100
199
 
101
- ### ui_pass completion
200
+ ### development completion
102
201
 
103
- - **devUrl**: {{http://localhost:...}}
104
- - **devStatus**: ui_ready
202
+ - **devUrl**: {{http://localhost:.../?debug=1}} ← always include `?debug=1` (shows the one-click clear debug button)
203
+ - **devStatus**: {{ready / blocked_upstream / in_progress}}
105
204
  - **UI vs MC + layout-spec**: {{pass/fail — notes}}
106
205
  - **Scene navigation works**: {{yes/no}}
107
- - **Ready for Reviewer ui_diff**: {{yes/no}}
206
+ - **Gameplay vs DESIGN.md + PGS**: {{pass/fail — notes}}
207
+ - **Runtime** (CTA, audio, state machine): {{pass/fail — notes}}
208
+ - **Feature checklist reviewed**: {{yes/no}}
209
+ - **verify:contract**: {{pass/fail — log OK line}}
210
+ - **verify:lifecycle** (ring 1 STOP required): {{pass/fail — phase path}}
211
+ - **verify:firstwin** (ring 1 STOP required): {{pass/fail — log OK line}}
212
+ - **verify:placeholders** (ring 1 STOP required): {{pass/fail — loaded asset paths exist}}
213
+ - **Ready for ring:gate** (ring 1) / **Ready for Reviewer gameplay_conformance** (ring 2+): {{yes/no}}
108
214
 
109
- ### gameplay_pass completion
215
+ ---
110
216
 
111
- - **devUrl**: {{http://localhost:...}}
112
- - **devStatus**: ready
113
- - **Gameplay vs design-brief + PGS**: {{pass/fail — notes}}
114
- - **Runtime** (CTA, audio, state machine): {{pass/fail — notes}}
115
- - **Ready for Reviewer load_check**: {{yes/no}}
217
+ ## Skill Leverage
218
+
219
+ > **STOP 前回顾**。说明哪些 Skill 参考真实影响了实现与判断。
220
+
221
+ - 哪些 selected / additional Skill 在本轮真正被参考?{{列出 skillRef,如无则说明为何}}
222
+ - 它们分别帮助了什么判断或实现?{{简述}}
223
+ - 哪些 shortlisted Skill 最终未采用?{{是/否 + 原因}}
116
224
 
117
225
  ---
118
226
 
119
227
  ## Upstream blockers
120
228
 
121
- | Path | Issue | Expected | routeTo | Status |
122
- | -------- | --------- | -------------- | ------------------ | --------------- |
123
- | {{path}} | {{issue}} | {{acceptance}} | TA / Designer / PM | open / resolved |
229
+ | Path | Issue | Resolution | routeTo | Status |
230
+ | -------- | --------- | ---------------------------------------- | --------------------------- | --------------- |
231
+ | {{path}} | {{issue}} | fixed / replaced(reason) / escalated / — | TA / Artist / Game Designer | open / resolved |
232
+
233
+ ---
234
+
235
+ ## UI Rework Log
236
+
237
+ > **ui_rework stage only.** 每轮只修 `logs/review-report.md` 中 `routeTo: Developer` 的 Action Items;不改游戏逻辑。
238
+
239
+ ### Round {{N}}
240
+
241
+ | Action Item | Severity | Fix applied | npm run dev result |
242
+ | ----------- | --------- | -------------------------------- | ------------------ |
243
+ | {{item}} | {{level}} | {{what was changed + file/line}} | {{pass/fail}} |
244
+
245
+ - **Remaining open items**: {{count or "none"}}
246
+ - **devUrl after fix**: {{http://localhost:.../?debug=1}}
247
+ - **Handoff**: `Invoke @reviewer ui_diff`
124
248
 
125
249
  ---
126
250
 
@@ -129,6 +253,6 @@
129
253
  ### {{atom_id}} — {{slot_name}}
130
254
 
131
255
  - **Status**: {{status}}
132
- - **Phase**: ui_pass / gameplay_pass
256
+ - **Phase**: development / ui_rework
133
257
  - **Output path**: {{file_path}}
134
258
  - **Notes**: {{notes}}
@@ -1,27 +1,70 @@
1
1
  # Five-Axis Analysis Framework
2
2
 
3
- > **When to read**: PM reads this during Step 4 (Five-Axis Evaluation).
4
- > Every playable ad request must be classified along all five orthogonal axes before generating options.
3
+ > **When to read**: Game Designer may consult this as an **optional analytical tool** during design work. It is NOT a mandatory step-by-step checklist.
4
+ >
5
+ > **Stage relevance**:
6
+ >
7
+ > - **ring 1 `loop: clarify`**: Only **Axis 1 (Mechanic)** and **Axis 3 (Interaction Modality)** must be resolved — they define core playability (可解性) and time/operation budget. The other axes only need a rough direction signal (e.g. "2D", "L1 character present", "Competence arc").
8
+ > - **ring 2 `loop: clarify` (after MC (Master Composite, 主合成图))**: Axis 2 (Dimension), Axis 4 (Narrative Level), and Axis 5 (Emotional Arc) get their full specification when visual direction is confirmed by MC selection.
9
+ >
10
+ > **This framework is a thinking aid, not a production template.** Game Designer should focus on gameplay first; use these axes to check coverage, not to fill out forms.
11
+
12
+ The five axes are **orthogonal** — each is an independent decision. The same Match-3 game can be Flat 2D or 2.5D, Tap-only or Drag, L0 or L1, Competence Arc or Challenge Arc. Game Designer evaluates all five internally, then presents 2-3 complete options (covering all axes) for the user to choose from.
13
+
14
+ ## Playable-Ad First Principle
15
+
16
+ The five axes are not a recipe for adding more ideas. They are a filter for one short playable-ad delight loop:
17
+
18
+ ```text
19
+ Hook Conflict
20
+ → First Action
21
+ → Instant Feedback
22
+ → Escalating Decision
23
+ → Payoff Release
24
+ → Install Curiosity
25
+ ```
26
+
27
+ Before applying any axis, Game Designer must know the primary player desire:
28
+
29
+ - What makes the user stop?
30
+ - What makes the first action obvious and tempting?
31
+ - What feedback makes the player feel in control?
32
+ - What payoff happens within 3-5 actions?
33
+ - What unfinished promise carries the CTA (Call To Action, 行动号召)?
5
34
 
6
- The five axes are **orthogonal** — each is an independent decision. The same Match-3 game can be Flat 2D or 2.5D, Tap-only or Drag, L0 or L1, Competence Arc or Challenge Arc. PM evaluates all five internally, then presents 2-3 complete options (covering all axes) for the user to choose from.
35
+ Any axis choice or fusion idea is valid only if it strengthens at least one part of this loop. If a secondary mechanic only makes the concept sound richer, but does not improve hook, first action, feedback, payoff, or install curiosity, downgrade it to visual dressing or pseudo-fusion.
7
36
 
8
37
  ---
9
38
 
10
39
  ## Axis 1 — Mechanic (Gameplay Fusion Types)
11
40
 
12
- | Type | Definition | Tutorial Overhead | Risk |
13
- |------|-----------|-------------------|------|
14
- | **Single** | One mechanic, no fusion | Baseline | None |
15
- | **Type A — Visual Fusion** | Mechanics unchanged; elements re-skinned to another game's visual language | None | Very Low |
16
- | **Type B1 — Passive Borrowing** | Primary mechanic + secondary mechanic auto-triggers (no extra user gesture) | Minimal | Low |
17
- | **Type B2 — Active Borrowing** | Primary mechanic + secondary mechanic requires user activation (1.5 core gestures) | Slight increase | Medium |
18
- | **Type C — Sequential Fusion** | Two mechanic sets appear in sequence (includes rotation/alternating mode) | High | High |
19
- | **Type D — Parallel Fusion** | Two mechanic sets active simultaneously, sharing the screen | Extreme | Extreme (almost never viable for ads) |
41
+ | Type | Definition | Tutorial Overhead | Risk |
42
+ | ------------------------------- | ---------------------------------------------------------------------------------- | ----------------- | ------------------------------------- |
43
+ | **Single** | One mechanic, no fusion | Baseline | None |
44
+ | **Type A — Visual Fusion** | Mechanics unchanged; elements re-skinned to another game's visual language | None | Very Low |
45
+ | **Type B1 — Passive Borrowing** | Primary mechanic + secondary mechanic auto-triggers (no extra user gesture) | Minimal | Low |
46
+ | **Type B2 — Active Borrowing** | Primary mechanic + secondary mechanic requires user activation (1.5 core gestures) | Slight increase | Medium |
47
+ | **Type C — Sequential Fusion** | Two mechanic sets appear in sequence (includes rotation/alternating mode) | High | High |
48
+ | **Type D — Parallel Fusion** | Two mechanic sets active simultaneously, sharing the screen | Extreme | Extreme (almost never viable for ads) |
20
49
 
21
50
  ### Pseudo-Fusion Technique
22
51
 
23
52
  When the user insists on Type C/D, recommend pseudo-fusion: **visually appear as two systems, but the underlying mechanic is single**. Example: Match-3 elimination count drives a monster HP bar — the user only performs match-3 the entire time, but perceives "elimination + combat."
24
53
 
54
+ ### Fusion Quality Bar
55
+
56
+ For every non-`Single` option, answer:
57
+
58
+ | Question | Pass Signal |
59
+ | ----------------------------------------------------------- | ---------------------------------------------------------------- |
60
+ | What is the primary joy? | One clear emotion source, not a list of features |
61
+ | Which loop stage does the secondary mechanic strengthen? | Hook, first action, feedback, payoff, or install curiosity |
62
+ | Does the secondary mechanic require a new tutorial gesture? | No, or the cost is explicitly justified |
63
+ | Does the payoff become stronger? | The player sees a bigger release than the primary mechanic alone |
64
+ | Can it be understood in the ad timeline? | The user can grasp it without reading a rules paragraph |
65
+
66
+ If these answers are weak, the fusion is probably decorative complexity.
67
+
25
68
  ### Decision Rules
26
69
 
27
70
  ```
@@ -38,28 +81,30 @@ User prompt contains fusion intent?
38
81
 
39
82
  ## Axis 2 — Dimension (Gameplay Dimension Spectrum)
40
83
 
41
- | Dimension | Description | Designer Impact | Developer Impact | Risk Delta |
42
- |-----------|------------|----------------|-----------------|------------|
43
- | **Flat 2D** | Pure 2D sprites, no depth | Standard 2D illustration assets | Standard 2D logic | None |
44
- | **2.5D Visual** | 3D rendered look, but game logic remains 2D grid (depth is decorative) | 3D-feel rendering / model textures, ~3x cost | Logic stays 2D, add depth rendering | +Medium |
45
- | **Isometric** | Fixed 45° angle, depth is aesthetic not mechanic | Isometric assets, strict pixel alignment required | Isometric coordinate transforms | +Low |
46
- | **True 3D** | Z-axis is a live mechanic (rotation/depth participates in interaction) | Full 3D models via AI (`generate-3d`) or white model + texture pipeline; 3–5x cost | 3D engine, physics, camera management; all existing PGS invalidated | +High (tool support available, not BLOCKED) |
84
+ | Dimension | Description | Artist Impact | Developer Impact | Risk Delta |
85
+ | --------------- | ---------------------------------------------------------------------- | ---------------------------------------------------------------------------------- | ------------------------------------------------------------------- | ------------------------------------------- |
86
+ | **Flat 2D** | Pure 2D sprites, no depth | Standard 2D illustration assets | Standard 2D logic | None |
87
+ | **2.5D Visual** | 3D rendered look, but game logic remains 2D grid (depth is decorative) | 3D-feel rendering / model textures, ~3x cost | Logic stays 2D, add depth rendering | +Medium |
88
+ | **Isometric** | Fixed 45° angle, depth is aesthetic not mechanic | Isometric assets, strict pixel alignment required | Isometric coordinate transforms | +Low |
89
+ | **True 3D** | Z-axis is a live mechanic (rotation/depth participates in interaction) | Full 3D models via AI (`generate-3d`) or white model + texture pipeline; 3–5x cost | 3D engine, physics, camera management; all existing PGS invalidated | +High (tool support available, not BLOCKED) |
47
90
 
48
91
  ### Key Judgment
49
92
 
50
- Is the dimension upgrade "purely visual decoration" (2.5D Visual) or "Z-axis participates in mechanics" (True 3D)? The former only affects Designer asset cost; the latter requires entirely new PGS — fundamentally different risk profiles.
93
+ Is the dimension upgrade "purely visual decoration" (2.5D Visual) or "Z-axis participates in mechanics" (True 3D)? The former only affects Artist asset cost; the latter requires entirely new PGS — fundamentally different risk profiles.
51
94
 
52
95
  ### True 3D Tool Support (Available as of 2026-05)
53
96
 
54
- True 3D is **High Risk** but no longer blocked. Designer has two asset pipelines:
97
+ True 3D is **High Risk** but no longer blocked. Artist has two asset pipelines:
55
98
 
56
99
  **Pipeline A — AI Generation (best quality, ~1–5 min per model)**
100
+
57
101
  ```bash
58
102
  playcraft tools generate-3d --prompt "low-poly wooden crate" --output assets/models/crate.glb
59
103
  playcraft 3d optimize --input crate.glb --output crate_opt.glb
60
104
  ```
61
105
 
62
106
  **Pipeline B — White Model + Texture (fastest, predictable UV)**
107
+
63
108
  ```bash
64
109
  playcraft 3d list-models # sphere, cube, cylinder, cone, torus, plane, capsule
65
110
  playcraft tools generate-image --prompt "texture" --output tex.png
@@ -73,7 +118,7 @@ Z-axis is a live mechanic (rotation/depth affects gameplay)?
73
118
  → True 3D — tool pipeline available (Pipeline A or B above)
74
119
  still recommend generating 2.5D Visual option as fallback
75
120
  3D visual feel but 2D interaction grid?
76
- → 2.5D Visual (Designer cost ~3x, Developer logic unchanged)
121
+ → 2.5D Visual (Artist cost ~3x, Developer logic unchanged)
77
122
  Fixed isometric perspective?
78
123
  → Isometric
79
124
  Otherwise → Flat 2D (default, zero additional risk)
@@ -83,13 +128,13 @@ Otherwise → Flat 2D (default, zero additional risk)
83
128
 
84
129
  ## Axis 3 — Interaction Modality
85
130
 
86
- | Modality | Description | Tutorial Time | Audience Width | Risk Delta |
87
- |----------|------------|--------------|---------------|------------|
88
- | **Tap Only** | Single-finger single-tap | ≤1s | Broadest (includes elderly, children) | None |
89
- | **Tap + Swipe** | Tap + directional swipe | ~3s | Broad | +Low |
90
- | **Drag** | Press-hold and drag to target | ~5s | Medium | +Low |
91
- | **Tap + Hold** | Tap + long-press with timing | ~5s | Medium | +Medium |
92
- | **Multi-touch** | Two or more fingers simultaneously | ≥10s | Very narrow | +Extreme (almost never viable for ads) |
131
+ | Modality | Description | Tutorial Time | Audience Width | Risk Delta |
132
+ | --------------- | ---------------------------------- | ------------- | ------------------------------------- | -------------------------------------- |
133
+ | **Tap Only** | Single-finger single-tap | ≤1s | Broadest (includes elderly, children) | None |
134
+ | **Tap + Swipe** | Tap + directional swipe | ~3s | Broad | +Low |
135
+ | **Drag** | Press-hold and drag to target | ~5s | Medium | +Low |
136
+ | **Tap + Hold** | Tap + long-press with timing | ~5s | Medium | +Medium |
137
+ | **Multi-touch** | Two or more fingers simultaneously | ≥10s | Very narrow | +Extreme (almost never viable for ads) |
93
138
 
94
139
  ### Key Insight
95
140
 
@@ -111,17 +156,17 @@ Note tutorial time budget: Tap=1s / Tap+Swipe=3s / Drag=5s / Tap+Hold=5s
111
156
 
112
157
  ## Axis 4 — Narrative Level
113
158
 
114
- | Level | Definition | Designer Impact | Tutorial Method | 30s Fitness |
115
- |-------|-----------|----------------|----------------|------------|
116
- | **L0 Pure Mechanic** | No character, no story, pure gameplay showcase | No character assets | Highlight hints + text | High (concise) |
117
- | **L1 Character Present** | Protagonist exists but no plot ("help the kitten match!") | 1 character sprite set needed | Character performs demo action | **Highest (recommended)** |
118
- | **L2 Scenario Wrapper** | Character + problem scenario ("princess trapped, clear obstacles") | Protagonist + scenario narrative assets | Character dialogue + demo | Medium (must be tight) |
119
- | **L3 Story-Driven** | Narrative is core, mechanics serve the story | Heavy story assets + storyboards | Cinematic storytelling | Low (almost never fits 30s) |
159
+ | Level | Definition | Artist Impact | Tutorial Method | 30s Fitness |
160
+ | ------------------------ | ------------------------------------------------------------------ | --------------------------------------- | ------------------------------ | --------------------------- |
161
+ | **L0 Pure Mechanic** | No character, no story, pure gameplay showcase | No character assets | Highlight hints + text | High (concise) |
162
+ | **L1 Character Present** | Protagonist exists but no plot ("help the kitten match!") | 1 character sprite set needed | Character performs demo action | **Highest (recommended)** |
163
+ | **L2 Scenario Wrapper** | Character + problem scenario ("princess trapped, clear obstacles") | Protagonist + scenario narrative assets | Character dialogue + demo | Medium (must be tight) |
164
+ | **L3 Story-Driven** | Narrative is core, mechanics serve the story | Heavy story assets + storyboards | Cinematic storytelling | Low (almost never fits 30s) |
120
165
 
121
166
  ### Key Insights
122
167
 
123
168
  - **L1 is the sweet spot for playable ads** — emotional connection without time overhead.
124
- - L1+ means Designer needs character assets; PM must define character concept.
169
+ - L1+ means Artist needs character assets; Game Designer must define character concept.
125
170
  - L3 is **incompatible with 30s format** — auto-downgrade to L2 with explanation.
126
171
 
127
172
  ### Decision Rules
@@ -131,7 +176,7 @@ User mentions character / hero / story? → L1 or L2
131
176
  Game genre typically story-heavy (RPG, adventure)? → L2 recommended
132
177
  No character signal, generic product? → L0 or L1
133
178
  Default for playable ads: L1
134
- L2+: flag that Designer needs character asset set
179
+ L2+: flag that Artist needs character asset set
135
180
  L3: auto-downgrade to L2 — incompatible with 30s format
136
181
  ```
137
182
 
@@ -139,17 +184,17 @@ L3: auto-downgrade to L2 — incompatible with 30s format
139
184
 
140
185
  ## Axis 5 — Emotional Arc
141
186
 
142
- | Arc Type | Player Journey | Hook Design | Gameplay Feel | EndCard Tone |
143
- |----------|---------------|-------------|--------------|-------------|
144
- | **Competence** | Confused → Learned → "I'm smart!" | Show "looks hard but has a pattern" | Generous, guarantee success | "Easy and fun, keep playing" |
145
- | **Challenge** | Looks hard → All-out effort → Achievement | Create difficult scenario | Difficulty ramp, allow failure | "Think you can beat it?" |
146
- | **Curiosity** | What is this? → Aha! → Surprise | Show counter-intuitive mechanic | Full of surprises | "More to explore" |
147
- | **Relaxation** | Enter flow → Enjoy rhythm → Satisfaction | Serene, beautiful imagery | Steady pace, low pressure | "Come relax anytime" |
148
- | **Urgency** | Crisis → Frantic action → Narrow escape | Emergency scene, countdown | High pressure, fast pace | "One more round!" |
187
+ | Arc Type | Player Journey | Hook Design | Gameplay Feel | EndCard Tone |
188
+ | -------------- | ----------------------------------------- | ----------------------------------- | ------------------------------ | ---------------------------- |
189
+ | **Competence** | Confused → Learned → "I'm smart!" | Show "looks hard but has a pattern" | Generous, guarantee success | "Easy and fun, keep playing" |
190
+ | **Challenge** | Looks hard → All-out effort → Achievement | Create difficult scenario | Difficulty ramp, allow failure | "Think you can beat it?" |
191
+ | **Curiosity** | What is this? → Aha! → Surprise | Show counter-intuitive mechanic | Full of surprises | "More to explore" |
192
+ | **Relaxation** | Enter flow → Enjoy rhythm → Satisfaction | Serene, beautiful imagery | Steady pace, low pressure | "Come relax anytime" |
193
+ | **Urgency** | Crisis → Frantic action → Narrow escape | Emergency scene, countdown | High pressure, fast pace | "One more round!" |
149
194
 
150
195
  ### Key Principle
151
196
 
152
- The Emotional Arc is the **unified throughline** across Hook → Tutorial → Gameplay → EndCard. If the Hook creates curiosity but Gameplay delivers relaxation, the experience fractures. The arc must be locked at the PM stage; all downstream Agents execute along this arc.
197
+ The Emotional Arc is the **unified throughline** across Hook → Tutorial → Gameplay → EndCard. If the Hook creates curiosity but Gameplay delivers relaxation, the experience fractures. The arc must be locked at the Game Designer stage; all downstream Agents execute along this arc.
153
198
 
154
199
  ### Decision Rules
155
200
 
@@ -172,7 +217,7 @@ After completing all five internal classifications, generate 2-3 complete option
172
217
  ```
173
218
  Each option includes:
174
219
  - Mechanic Axis (type + PGS coverage)
175
- - Dimension Axis (type + Designer impact)
220
+ - Dimension Axis (type + Artist impact)
176
221
  - Interaction Modality (modality + tutorial time estimate)
177
222
  - Narrative Level (level + asset impact)
178
223
  - Emotional Arc (arc type + Hook/EndCard tone)
@@ -0,0 +1,63 @@
1
+ #!/usr/bin/env node
2
+ /**
3
+ * Batch spectral-audio placeholder generator for develop-stage asset materialization.
4
+ * Outputs per row: <stem>.mp3 + <stem>.json (+ <stem>.spectrogram.png in spectral mode).
5
+ * See skills/playable-placeholder/SKILL.md for full Developer workflow.
6
+ *
7
+ * Setup:
8
+ * cp templates/gen-placeholder-audio.template.mjs ta-workspace/scripts/gen-placeholder-audio.mjs
9
+ *
10
+ * Run:
11
+ * node ta-workspace/scripts/gen-placeholder-audio.mjs
12
+ * # or: npm run placeholder:gen-audio -- --batch ta-workspace/tmp/placeholders.audio.batch.json
13
+ *
14
+ * Use when Preloader / load.audio already references contract MP3 paths but Artist has not delivered yet.
15
+ */
16
+
17
+ import { spawnSync } from 'node:child_process';
18
+ import { mkdirSync, writeFileSync } from 'node:fs';
19
+ import { dirname, join } from 'node:path';
20
+ import { fileURLToPath } from 'node:url';
21
+
22
+ const ROOT = process.cwd();
23
+ const GEN_SCRIPT = join(ROOT, 'skills/_shared/scripts/gen-placeholder-audio.py');
24
+ const BATCH_JSON = join(ROOT, 'ta-workspace/tmp/placeholders.audio.batch.json');
25
+
26
+ // Derive from layout-spec.md → assetMapping audio rows + Preloader keys.
27
+ const PLACEHOLDER_AUDIO = [
28
+ {
29
+ path: 'assets/audio/bgm/bgm_main.mp3',
30
+ label: 'bgm_main',
31
+ type: 'bgm',
32
+ role: 'bgm · 主背景音乐',
33
+ },
34
+ {
35
+ path: 'assets/audio/sfx/sfx_match.mp3',
36
+ label: 'sfx_match',
37
+ type: 'sfx',
38
+ role: 'sfx · 消除音效',
39
+ },
40
+ {
41
+ path: 'assets/audio/sfx/sfx_click.mp3',
42
+ label: 'sfx_click',
43
+ type: 'sfx',
44
+ role: 'ui sfx · 点击',
45
+ },
46
+ // Add one row per contract MP3 path the minimal prototype loads.
47
+ ];
48
+
49
+ function runBatch() {
50
+ mkdirSync(dirname(BATCH_JSON), { recursive: true });
51
+ writeFileSync(BATCH_JSON, `${JSON.stringify(PLACEHOLDER_AUDIO, null, 2)}\n`, 'utf8');
52
+
53
+ const proc = spawnSync('python3', [GEN_SCRIPT, '--batch', BATCH_JSON], {
54
+ cwd: ROOT,
55
+ stdio: 'inherit',
56
+ encoding: 'utf8',
57
+ });
58
+ if (proc.status !== 0) {
59
+ process.exit(proc.status ?? 1);
60
+ }
61
+ }
62
+
63
+ runBatch();