summer-engine 1.3.1 → 1.4.0

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Files changed (49) hide show
  1. package/.claude-plugin/plugin.json +59 -0
  2. package/.codex-plugin/plugin.json +38 -0
  3. package/.cursor-plugin/plugin.json +42 -0
  4. package/.mcp.json +8 -0
  5. package/.opencode/plugins/summer.js +49 -0
  6. package/CHANGELOG.md +67 -0
  7. package/README.md +13 -0
  8. package/dist/lib/skills-registry.d.ts +80 -0
  9. package/dist/lib/skills-registry.js +172 -0
  10. package/gemini-extension.json +21 -0
  11. package/hooks/hooks-cursor.json +21 -0
  12. package/hooks/hooks.json +31 -0
  13. package/hooks/pre-commit-doctor.sh +123 -0
  14. package/hooks/run-hook.cmd +23 -0
  15. package/hooks/session-start.sh +120 -0
  16. package/marketplace.json +24 -0
  17. package/package.json +13 -3
  18. package/skills/_meta/skill-test/SKILL.md +1 -1
  19. package/skills/_shared/summer-folder.md +44 -0
  20. package/skills/_tests/specs/art-direction.md +115 -0
  21. package/skills/_tests/specs/audio-direction.md +123 -0
  22. package/skills/_tests/specs/brainstorm-game.md +99 -0
  23. package/skills/_tests/specs/design-level.md +113 -0
  24. package/skills/_tests/specs/design-mechanic.md +112 -0
  25. package/skills/_tests/specs/design-npc.md +112 -0
  26. package/skills/_tests/specs/export-and-ship.md +114 -0
  27. package/skills/_tests/specs/fps-controller.md +5 -5
  28. package/skills/_tests/specs/peer-to-peer-multiplayer.md +99 -0
  29. package/skills/_tests/specs/setup-multiplayer.md +106 -0
  30. package/skills/_tests/specs/tune-performance.md +104 -0
  31. package/skills/_tests/specs/vfx.md +98 -0
  32. package/skills/ai-and-npcs/design-npc/SKILL.md +343 -0
  33. package/skills/asset-pipeline/asset-strategy/SKILL.md +8 -0
  34. package/skills/audio/audio-direction/SKILL.md +258 -0
  35. package/skills/catalog.yaml +82 -0
  36. package/skills/character-controllers/fps-controller/SKILL.md +27 -0
  37. package/skills/deployment/export-and-ship/SKILL.md +300 -0
  38. package/skills/gameplay-mechanics/design-mechanic/SKILL.md +265 -0
  39. package/skills/level-design/design-level/SKILL.md +266 -0
  40. package/skills/multiplayer-and-networking/peer-to-peer-multiplayer/SKILL.md +378 -0
  41. package/skills/multiplayer-and-networking/setup-multiplayer/SKILL.md +328 -0
  42. package/skills/performance/tune-performance/SKILL.md +219 -0
  43. package/skills/rendering-and-lighting/3d-lighting/SKILL.md +20 -0
  44. package/skills/rendering-and-lighting/art-direction/SKILL.md +284 -0
  45. package/skills/scene-and-project/brainstorm-game/SKILL.md +210 -0
  46. package/skills/scene-and-project/make-game/SKILL.md +10 -0
  47. package/skills/scene-and-project/scene-composition/SKILL.md +8 -0
  48. package/skills/ui-and-ux/ui-basics/SKILL.md +28 -0
  49. package/skills/visual-effects/vfx/SKILL.md +280 -0
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+ ---
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+ name: design-mechanic
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+ description: Use when designing one specific game mechanic in detail — input, response, feedback, failure modes, depth, tunables. Outputs a design doc and a scaffolding-ready node-graph sketch + GDScript stub. Trigger on "design a mechanic", "how should X work", "design the parry", "design the dash", "design the inventory", "the loop is broken".
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+ license: MIT
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+ compatibility: [Cursor, Claude Code, Windsurf, Codex]
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+ category: gameplay-mechanics
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+ user-invocable: true
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+ allowed-tools: Read Grep Glob Write Edit summer_get_scene_tree summer_inspect_node summer_add_node summer_set_prop summer_input_map_bind summer_save_scene summer_get_script_errors
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+ paths: ["**/*.gd", "**/*.tscn", ".summer/**"]
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+ ---
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+
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+ # /design-mechanic — Design One Mechanic in Detail
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+
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+ ## Overview
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+
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+ A "mechanic" is a verb the player performs that produces a meaningful response from the world. Not a system. Not a feature. A verb with feedback. This skill walks the five layers of a real mechanic: **input → response → feedback → failure modes → depth** — then drops a node-graph sketch + GDScript stub into the project so the next session can implement it.
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+
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+ **Core principle:** a mechanic is only as good as its weakest feedback layer. A perfect parry with no audio cue is broken. A great audio cue with floaty input is broken. Walk all five layers before scaffolding.
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+
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+ ## Steps
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+
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+ ### 1. Pin which mechanic
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+
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+ Ask exactly one question and wait:
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+
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+ > Which mechanic? (e.g., "double-jump", "parry", "stamina-dash", "pickup", "lock-on", "crafting-recipe-craft").
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+
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+ If the user gives a system name ("inventory", "combat"), push back:
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+
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+ > Inventory is a system, not a mechanic. The mechanics inside it are: pickup, equip, drop, use, swap. Which one?
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+
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+ ### 2. Read context if available
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+
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+ If `.summer/GameSoul.md` exists, read it. The mechanic should fit the game brief, not exist in isolation.
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+
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+ ```
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+ Read .summer/GameSoul.md
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+ ```
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+
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+ Quote the relevant constraint back at the user:
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+
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+ > Brief says core loop is "see obstacle, attempt, fail, learn, retry". A double-jump only matters if it changes which obstacles are reachable. Confirm that's what we're solving.
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+
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+ ### 3. Walk the five layers — one at a time
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+
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+ **Layer 1: Input.** Exactly what does the player press, hold, release, time?
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+
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+ State a candidate, ask for refinement:
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+
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+ > Input candidate: tap Space mid-air. Or: hold-and-release for variable height? Or: requires direction + Space? Pick one.
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+
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+ **Layer 2: Response.** What changes in the world the moment the input fires?
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+
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+ State the deltas. For double-jump:
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+
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+ > Response: vertical velocity set to (jump_velocity * 0.85). `_can_double_jump` flag flips false. Visual rig plays "jump_2" anim. Audio cue. Particle burst at feet.
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+
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+ **Layer 3: Feedback** — and this is where most amateur designs collapse. Three sub-channels, all required:
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+
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+ | Channel | Question to answer | Bad example | Good example |
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+ |---|---|---|---|
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+ | Visual | Can a player who can't hear tell it worked? | "It just jumps." | "GPUParticles3D burst at feet, 0.1s slow-mo on apex, after-image trail behind." |
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+ | Audio | Can a player who can't see tell it worked? | "Plays jump.wav." | "Layered: short whoosh on input, ambient pitch-up while airborne, soft thud on second jump start." |
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+ | Mechanical | Does the input feel different from a single-jump? | "Same jump, just twice." | "Second jump has tighter air control, slightly lower height, different particle color." |
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+
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+ Force the user to answer all three. If they hand-wave one, name it:
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+
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+ > You named visual and audio. Mechanical-feel is missing — what makes the second jump feel different from the first beyond just being a second one?
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+
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+ **Layer 4: Failure modes.** What happens when the input fires but conditions aren't met?
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+
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+ For double-jump:
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+
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+ - Already used? → no input registered? Or denied with a UI shake? Or a small audio cue?
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+ - During wall-slide? → does it count as airborne or grounded?
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+ - During cutscene? → is input gated entirely?
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+ - Spammed input? → buffered or ignored?
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+
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+ State the rules, ask:
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+
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+ > Failure rules: (a) already-used → silent ignore. (b) during wall-slide → counts as airborne, can double-jump off wall. (c) cutscene → input fully gated. (d) spam → input buffer of 0.1s. OK?
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+
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+ **Layer 5: Depth.** What makes this mechanic interesting after 5 minutes of play?
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+
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+ This is the hardest layer. State the depth-vector explicitly:
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+
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+ > Depth: double-jump becomes interesting when level design forces a *choice* — jump now to clear obstacle A, or save it to escape enemy B coming at you. Without that choice, it's just a longer jump. The level-design implication: every double-jump gap should pair with a near-future threat that also wants the resource.
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+
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+ If the user can't articulate depth, the mechanic might not be needed. Say it:
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+
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+ > If the only purpose is "can reach higher platforms", that's just a higher-jumping single-jump. Either change the input shape (give it a cost), or cut it.
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+
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+ ### 4. List the tunables
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+
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+ Every mechanic has 3-7 numbers a designer will tweak. Name them. For double-jump:
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+
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+ ```
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+ @export var double_jump_velocity: float = 4.0 # vertical speed of second jump
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+ @export var double_jump_air_control: float = 0.7 # multiplier vs ground control
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+ @export var input_buffer_time: float = 0.1 # window to register early input
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+ @export var ground_grace_period: float = 0.05 # coyote time before lockout
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+ @export var slow_mo_on_apex: float = 0.0 # 0 = off, 0.05 = brief
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+ ```
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+
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+ These become `@export` vars in the stub. The user tunes in the inspector, no recompile.
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+
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+ ### 5. Sketch the node graph
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+
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+ Describe what nodes the mechanic touches in the existing scene. Don't add yet — sketch first.
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+
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+ ```
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+ World/Player (CharacterBody3D) # existing
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+ ├── CollisionShape3D # existing
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+ ├── Camera3D # existing
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+ ├── DoubleJumpFX (GPUParticles3D) # NEW — particles on second jump
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+ ├── JumpAudio (AudioStreamPlayer3D) # NEW — input + apex cues
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+ └── (script: player_controller.gd, modify) # MODIFY — add _can_double_jump state
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+ ```
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+
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+ Show this to the user. Ask:
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+
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+ > Node-graph plan above. May I add `DoubleJumpFX` and `JumpAudio` to `./World/Player`, and modify `player_controller.gd` to add the double-jump logic?
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+
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+ ### 6. Scaffold via MCP
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+
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+ **Preferred (Summer MCP):**
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+
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+ ```
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+ summer_get_scene_tree # confirm Player exists where expected
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+ summer_add_node(parent="./World/Player", type="GPUParticles3D", name="DoubleJumpFX")
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+ summer_set_prop("./World/Player/DoubleJumpFX", "emitting", "false")
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+ summer_add_node(parent="./World/Player", type="AudioStreamPlayer3D", name="JumpAudio")
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+ summer_input_map_bind(name="jump", events=[{type:"key", key:"Space"}]) # idempotent
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+ summer_save_scene
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+ summer_get_script_errors
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+ ```
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+
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+ **Fallback (no MCP):** Print the `.tscn` snippet for the user to paste:
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+
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+ ```
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+ [node name="DoubleJumpFX" type="GPUParticles3D" parent="Player"]
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+ emitting = false
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+ amount = 16
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+ lifetime = 0.4
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+
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+ [node name="JumpAudio" type="AudioStreamPlayer3D" parent="Player"]
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+ ```
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+
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+ ### 7. Write the GDScript stub
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+
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+ Stub only — implementation is the next session. Use `_shared/gd-style.md` conventions. For double-jump:
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+
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+ ```gdscript
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+ class_name PlayerController
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+ extends CharacterBody3D
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+
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+ # Tunables
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+ @export var jump_velocity: float = 4.5
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+ @export var double_jump_velocity: float = 4.0
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+ @export var double_jump_air_control: float = 0.7
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+ @export var input_buffer_time: float = 0.1
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+
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+ # State
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+ var _can_double_jump: bool = false
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+ var _input_buffer_t: float = 0.0
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+
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+ @onready var fx: GPUParticles3D = $DoubleJumpFX
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+ @onready var audio: AudioStreamPlayer3D = $JumpAudio
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+
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+ signal jumped
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+ signal double_jumped
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+
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+ func _physics_process(delta: float) -> void:
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+ _input_buffer_t = max(0.0, _input_buffer_t - delta)
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+
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+ if Input.is_action_just_pressed("jump"):
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+ _input_buffer_t = input_buffer_time
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+
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+ if _input_buffer_t > 0.0:
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+ if is_on_floor():
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+ velocity.y = jump_velocity
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+ _can_double_jump = true
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+ _input_buffer_t = 0.0
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+ jumped.emit()
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+ elif _can_double_jump:
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+ velocity.y = double_jump_velocity
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+ _can_double_jump = false
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+ _input_buffer_t = 0.0
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+ fx.emitting = true
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+ audio.play()
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+ double_jumped.emit()
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+
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+ move_and_slide()
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+ ```
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+
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+ Ask:
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+
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+ > May I write `scripts/player_controller.gd` (or merge into the existing script if one is attached)?
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+
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+ ### 8. Save the design doc
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+
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+ Always write the design doc — it's the artifact the next session reads. Path: `.summer/mechanics/<mechanic-name>.md`.
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+
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+ ```markdown
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+ # Mechanic: Double-Jump
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+
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+ **Input:** Tap Space mid-air. Buffered 0.1s before ground.
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+ **Response:** velocity.y = double_jump_velocity. `_can_double_jump` flag false.
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+ **Feedback:**
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+ - Visual: GPUParticles3D burst, 0.1s slow-mo on apex
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+ - Audio: short whoosh on input
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+ - Mechanical: 70% air control on second jump
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+ **Failure modes:**
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+ - Already used → silent ignore
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+ - During wall-slide → counts as airborne
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+ - Cutscene → input gated
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+ - Spam → buffered (0.1s window)
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+ **Depth:**
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+ - Resource the player chooses when to spend
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+ - Level design pairs every gap with a near-future threat
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+ **Tunables:** see @export vars in player_controller.gd
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+ **Open questions:** <list any the user couldn't answer>
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+ ```
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+
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+ Ask:
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+
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+ > May I create `.summer/mechanics/double-jump.md` with this design doc?
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+
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+ ## Common mistakes
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+
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+ | Mistake | Fix |
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+ |---|---|
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+ | Designing the system, not the verb | "Combat" is a system. "Parry" is a mechanic. Pick the verb. |
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+ | Skipping mechanical-feel in feedback | Visual + audio alone produce hollow mechanics. Mechanical difference is required. |
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+ | No failure modes | Players spam, edge into states you didn't plan for, and find the hole. Plan the failure cases up front. |
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+ | Hand-wave depth | "Players will use it strategically" is not depth. Name the choice the player makes. |
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+ | Tunables hard-coded as `const` | Use `@export` so designers tune in the inspector. |
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+ | Adding the mechanic without the FX/audio nodes | Without nodes for feedback, the mechanic ships feeling cheap. Scaffold the nodes alongside the script. |
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+ | Setting `position` for movement instead of `velocity` | Physics objects use `velocity` in `_physics_process`. See `_shared/gd-style.md`. |
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+ | Calling SetResourceProperty on inline sub_resources | Silent fail. See `_shared/mcp-tools-reference.md` § Trap. |
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+
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+ ## Collaborative protocol
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+
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+ This skill writes scene nodes and one or more files (`.gd`, `.summer/mechanics/<name>.md`). Group writes into one ask per phase. See `_shared/collaborative-protocol.md`.
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+
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+ ## Want a working starter?
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+
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+ For full character mechanics in a runnable starter:
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+
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+ - FPS variant → `template-id: template-3d-fps` (https://github.com/SummerEngine/FPS-template-Summer-Engine)
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+ - Platformer → `template-id: template-3d-platformer` (TBD)
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+
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+ This skill is a workflow that designs and scaffolds — the templates are runnable bases the mechanic plugs into.
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+
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+ ## See also
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+
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+ - `_shared/collaborative-protocol.md`
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+ - `_shared/mcp-tools-reference.md`
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+ - `_shared/gd-style.md` — GDScript conventions
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+ - `_shared/godot-version.md` — Godot 4.5 API notes
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+ - `scene-and-project/brainstorm-game/SKILL.md` — produces `.summer/GameSoul.md` this skill reads
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+ - `level-design/design-level/SKILL.md` — design the levels that exercise the mechanic
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+ - `character-controllers/fps-controller/SKILL.md` — FPS movement scaffolding
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+ - `scripting-patterns/state-machine-patterns/SKILL.md` — state machines for complex mechanics
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+ - `audio/audio-direction/SKILL.md` — defines the SFX vocabulary the mechanic draws from
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+ ---
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+ name: design-level
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+ description: Use when designing a single level — layout, pacing, encounters, secrets, reward gating. Outputs a level design doc and a concrete node-tree skeleton for `summer_create_scene`. Trigger on "design a level", "design level 1", "tutorial level", "boss arena", "design the encounter", "make a level layout".
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+ license: MIT
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+ compatibility: [Cursor, Claude Code, Windsurf, Codex]
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+ category: level-design
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+ user-invocable: true
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+ allowed-tools: Read Grep Glob Write Edit summer_get_scene_tree summer_create_scene summer_open_scene summer_add_node summer_set_prop summer_save_scene summer_get_script_errors
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+ paths: ["**/*.tscn", "**/*.gd", ".summer/**", "levels/**"]
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+ ---
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+
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+ # /design-level — Design One Level
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+
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+ ## Overview
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+
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+ A level is a controlled sequence of player experiences in physical space. Layout, pacing, encounters, secrets, and reward gating must work together — a "fun layout" with a flat pacing curve still feels boring. This skill walks the six design beats of a single level and drops a node-tree skeleton ready for `summer_create_scene`.
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+
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+ **Core principle:** A level has a *pacing curve* and a *teaching arc*. If you can't draw the tension graph and name what the player learned by the end, the level isn't designed yet.
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+
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+ ## Steps
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+
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+ ### 1. Pin the level type
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+
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+ Ask exactly one question:
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+
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+ > What kind of level? Pick one: tutorial / hub / combat encounter / boss / exploration / puzzle / stealth / platforming-challenge / mixed.
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+
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+ Each type has different beats. Don't blend types in v1 — a "boss room with stealth and puzzles" is three levels poorly squeezed into one.
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+
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+ ### 2. Read context
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+
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+ If `.summer/GameSoul.md` exists, read it. The level must serve the brief's core loop and the three mechanics.
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+
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+ ```
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+ Read .summer/GameSoul.md
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+ ```
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+
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+ If `.summer/mechanics/` exists, list the mechanics. Quote them back:
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+
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+ > Brief says mechanics are: dash, parry, double-jump. This level should *exercise* at least one and ideally combine two.
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+
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+ ### 3. Define the teaching / experience goal
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+
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+ Ask plain:
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+
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+ > What does the player know by the end of this level that they didn't at the start?
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+
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+ Tutorial-level answer: "How to dash." Combat-encounter answer: "That parrying converts damage to mana, and that big enemies need parry, not dodge." Exploration answer: "That this region's secrets are hidden behind double-jumpable gaps."
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+
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+ If the user can't answer, the level has no purpose. Say it:
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+
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+ > If there's no answer to that question, the level is filler. Either give it a teaching goal, give it a *failure-state* goal (the player must die here to progress), or merge it into the next level.
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+
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+ ### 4. Sketch the pacing curve
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+
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+ Draw it as text. Five beats, intensity 0-10:
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+
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+ ```
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+ Intro Build Peak Release Hook
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+ 2 → 5 → 8 → 3 → 6
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+ ```
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+
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+ For a 5-minute encounter level:
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+
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+ | Beat | Duration | Intensity | Player feels | Designer plants |
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+ |---|---|---|---|---|
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+ | Intro | 30s | 2 | Calm, oriented | Visual landmark for the goal direction |
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+ | Build | 90s | 5 | Tension rising, small pressure | First weak enemy / first puzzle clue |
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+ | Peak | 60s | 8 | Stakes high, mistakes hurt | Main encounter / hardest fight |
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+ | Release | 60s | 3 | Catharsis, loot | Reward + breath room |
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+ | Hook | 30s | 6 | Curiosity for next | Visible-but-locked secret or path |
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+
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+ Show the curve. Ask:
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+
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+ > Pacing above. Does the peak land where you want, or does the level need a second wave?
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+
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+ ### 5. List encounters and secrets
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+
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+ Encounters = explicit player tests (combat, puzzle, platforming). Secrets = optional rewards that respect the pacing curve.
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+
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+ State them flat. For a combat encounter level:
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+
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+ ```
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+ Encounters (in player-traversal order):
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+ 1. E1 — Tutorial enemy (1 weak grunt) at 0:30, in the open atrium. Teaches the basic attack.
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+ 2. E2 — Forced parry (mid-tier enemy with telegraphed wind-up) at 1:30, in a corridor with no dodge room. Teaches parry.
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+ 3. E3 — Mixed wave (2 grunts + 1 parry-required) at 3:00, in the peak arena. Tests both.
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+ 4. E4 — Mini-boss at 4:00 in the chamber. Combines.
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+
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+ Secrets (3 total — one per beat after intro):
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+ - S1 (build beat): Behind a breakable wall in the corridor, holds 50 currency. Teaches "walls can break".
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+ - S2 (peak beat): Visible from the arena, accessible only via parrying off an enemy. Rewards mastery.
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+ - S3 (hook beat): Locked door, key in a future level. Plants curiosity for next level.
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+ ```
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+
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+ ### 6. Define reward gating
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+
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+ What's behind which gate? Levels feel cheap when they hand out rewards without respecting the difficulty curve.
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+
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+ | Reward | Gate | Why |
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+ |---|---|---|
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+ | Heal pickup | After E2 | Player just learned parry; reward + safety net before the peak |
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+ | New ability unlock | After mini-boss | Mastery-pinned; player demonstrates parry before getting upgrade |
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+ | Currency cache | Behind S1 (breakable wall) | Optional; rewards observation |
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+ | Story note | At the calm intro | Free; orients the player to the level's narrative |
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+
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+ Ask:
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+
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+ > Reward gating above. Anything missing or mis-placed?
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+
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+ ### 7. Define the layout primitives
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+
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+ Every level is built from a small vocabulary of spaces. Name them. Most levels need 4-6 distinct spaces, no more.
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+
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+ For a combat-encounter level:
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+
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+ ```
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+ Spaces (node-tree skeleton):
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+ World (Node3D)
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+ ├── Geometry (Node3D)
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+ │ ├── IntroAtrium (Node3D) # open, calm, well-lit
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+ │ ├── Corridor (Node3D) # tight, forces parry
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+ │ ├── PeakArena (Node3D) # large, multiple cover, exit visible
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+ │ └── BossChamber (Node3D) # contained, single exit, dramatic lighting
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+ ├── Spawns (Node3D)
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+ │ ├── PlayerSpawn (Node3D) # marker
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+ │ ├── E1_Spawn (Node3D)
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+ │ ├── E2_Spawn (Node3D)
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+ │ ├── E3_Wave_Spawns (Node3D)
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+ │ └── MiniBoss_Spawn (Node3D)
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+ ├── Triggers (Node3D)
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+ │ ├── E2_GateTrigger (Area3D) # locks door behind player on entry
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+ │ ├── PeakWaveTrigger (Area3D)
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+ │ └── BossDoorTrigger (Area3D)
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+ ├── Pickups (Node3D)
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+ │ ├── HealAfterE2 (Node3D)
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+ │ └── CurrencyS1 (Node3D)
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+ ├── Secrets (Node3D)
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+ │ ├── S1_BreakableWall (StaticBody3D)
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+ │ ├── S2_ParryLedge (StaticBody3D)
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+ │ └── S3_LockedDoor (StaticBody3D)
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+ └── Lighting (Node3D) # WorldEnvironment + DirectionalLight3D
143
+ ```
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+
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+ Show the skeleton. Ask:
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+
147
+ > Tree above. May I create the level scene `levels/<level-name>.tscn` with this skeleton?
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+
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+ ### 8. Scaffold via MCP
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+
151
+ **Preferred (Summer MCP):**
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+
153
+ ```
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+ summer_create_scene(path="res://levels/level_01.tscn", root_type="Node3D", root_name="World")
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+ summer_add_node(parent="./World", type="Node3D", name="Geometry")
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+ summer_add_node(parent="./World/Geometry", type="Node3D", name="IntroAtrium")
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+ summer_add_node(parent="./World/Geometry", type="Node3D", name="Corridor")
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+ summer_add_node(parent="./World/Geometry", type="Node3D", name="PeakArena")
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+ summer_add_node(parent="./World/Geometry", type="Node3D", name="BossChamber")
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+ summer_add_node(parent="./World", type="Node3D", name="Spawns")
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+ summer_add_node(parent="./World/Spawns", type="Node3D", name="PlayerSpawn")
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+ summer_add_node(parent="./World/Spawns", type="Node3D", name="E1_Spawn")
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+ # ... and so on
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+ summer_add_node(parent="./World", type="Node3D", name="Triggers")
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+ summer_add_node(parent="./World/Triggers", type="Area3D", name="E2_GateTrigger")
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+ # ... etc.
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+ summer_add_node(parent="./World", type="Node3D", name="Lighting")
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+ summer_add_node(parent="./World/Lighting", type="WorldEnvironment", name="WorldEnvironment")
169
+ summer_add_node(parent="./World/Lighting", type="DirectionalLight3D", name="Sun")
170
+ summer_save_scene
171
+ ```
172
+
173
+ This is a **skeleton, not playable geometry**. Markers and Area3Ds, no meshes, no enemy scripts. Implementation in subsequent sessions / templates.
174
+
175
+ **Fallback (no MCP):** Print the `.tscn` file contents for the user to save manually.
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+
177
+ ### 9. Save the level design doc
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+
179
+ Always write the design doc — it's the artifact that drives implementation. Path: `.summer/levels/<level-name>.md`.
180
+
181
+ ```markdown
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+ # Level: <Name>
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+
184
+ **Type:** combat encounter
185
+ **Duration target:** 5 min
186
+ **Teaching goal:** Player learns parry and that parrying mid-tier enemies is required, not optional.
187
+
188
+ **Pacing curve:** 2 → 5 → 8 → 3 → 6
189
+ **Beats:** Intro (30s) | Build (90s) | Peak (60s) | Release (60s) | Hook (30s)
190
+
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+ ## Encounters
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+ - E1 — Tutorial grunt @ 0:30 (IntroAtrium)
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+ - E2 — Forced parry @ 1:30 (Corridor)
194
+ - E3 — Mixed wave @ 3:00 (PeakArena)
195
+ - E4 — Mini-boss @ 4:00 (BossChamber)
196
+
197
+ ## Secrets
198
+ - S1 — Breakable wall (Corridor) → 50 currency
199
+ - S2 — Parry-ledge (PeakArena) → cosmetic
200
+ - S3 — Locked door (BossChamber) → next level
201
+
202
+ ## Reward Gating
203
+ - Heal pickup after E2
204
+ - Ability unlock after mini-boss
205
+
206
+ ## Spaces
207
+ 1. IntroAtrium — open, calm
208
+ 2. Corridor — tight, forces parry
209
+ 3. PeakArena — large with cover
210
+ 4. BossChamber — contained, dramatic
211
+
212
+ ## Open questions
213
+ <list anything the user couldn't answer>
214
+ ```
215
+
216
+ Ask:
217
+
218
+ > May I create `.summer/levels/<level-name>.md` with this design doc?
219
+
220
+ ### 10. Route to the next step
221
+
222
+ End with:
223
+
224
+ > Skeleton + design doc saved. Next:
225
+ > - `/summer:design-mechanic` to design any mechanics this level requires that aren't designed yet.
226
+ > - `/summer:design-npc` to design the enemies (E1-E4) in detail.
227
+ > - `/summer:art-direction` if the visual style isn't pinned yet.
228
+ > - Or open `levels/<level-name>.tscn` and start blocking out geometry.
229
+
230
+ ## Common mistakes
231
+
232
+ | Mistake | Fix |
233
+ |---|---|
234
+ | No teaching goal | Every level teaches something or fails. State it explicitly. |
235
+ | Flat pacing curve | If intensity stays at 5 the whole time, you have a hallway, not a level. |
236
+ | Too many spaces | 4-6 distinct spaces max. More fragments the player's mental map. |
237
+ | Encounters not tied to mechanics | E2 should *require* parry, not just allow it. Forced use teaches; optional use doesn't. |
238
+ | Secrets ignore the pacing curve | Don't put a major secret in the calm intro — players aren't curious yet. |
239
+ | Reward gating too generous | Free heals before the peak deflate the peak. Gate them after the test. |
240
+ | Blending level types | Stealth + puzzle + boss in one level = three half-baked levels. Pick one. |
241
+ | Building geometry before the skeleton | Skeleton-first lets you iterate on layout cheaply. Geometry comes after the design is locked. |
242
+ | Calling SetResourceProperty on inline sub_resources | Silent fail. See `_shared/mcp-tools-reference.md` § Trap. |
243
+
244
+ ## Collaborative protocol
245
+
246
+ This skill creates a new scene file (`.tscn`) and a design doc (`.md`). Group writes per phase. Always ask before `summer_create_scene`. See `_shared/collaborative-protocol.md`.
247
+
248
+ ## Want a working starter?
249
+
250
+ This is a workflow that produces a skeleton scene. For runnable level examples, see:
251
+
252
+ - `template-id: template-3d-fps` (https://github.com/SummerEngine/FPS-template-Summer-Engine) ships a sample arena.
253
+ - `template-id: template-3d-platformer` (TBD) for jump-based level samples.
254
+
255
+ The skeleton this skill produces is meant to be filled in via `/summer:design-mechanic`, gridmap blockout, or a template merge.
256
+
257
+ ## See also
258
+
259
+ - `_shared/collaborative-protocol.md`
260
+ - `_shared/mcp-tools-reference.md`
261
+ - `_shared/godot-version.md` — Godot 4.5 API notes
262
+ - `scene-and-project/brainstorm-game/SKILL.md` — produces `.summer/GameSoul.md`
263
+ - `gameplay-mechanics/design-mechanic/SKILL.md` — designs the verbs the level exercises
264
+ - `ai-and-npcs/design-npc/SKILL.md` — designs the enemies the encounters reference
265
+ - `rendering-and-lighting/3d-lighting/SKILL.md` — sets the lighting in `WorldEnvironment` + lights
266
+ - `rendering-and-lighting/art-direction/SKILL.md` — defines the visual style the level expresses