summer-engine 3.8.0 → 4.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.claude-plugin/marketplace.json +2 -13
- package/.claude-plugin/plugin.json +23 -22
- package/.codex-plugin/plugin.json +4 -12
- package/.cursor-plugin/plugin.json +4 -12
- package/.factory-plugin/plugin.json +4 -12
- package/AGENTS.md +19 -12
- package/CHANGELOG.md +96 -0
- package/GEMINI.md +3 -3
- package/README.md +103 -33
- package/assets/icon.png +0 -0
- package/commands/start.md +71 -0
- package/commands/summer.md +3 -2
- package/dist/cli/banner.js +3 -0
- package/dist/cli/commands/login.d.ts +27 -0
- package/dist/cli/commands/login.js +58 -12
- package/dist/cli/commands/ops.d.ts +47 -0
- package/dist/cli/commands/ops.js +301 -0
- package/dist/cli/commands/setup.d.ts +2 -0
- package/dist/cli/commands/setup.js +37 -12
- package/dist/cli/commands/skills.js +11 -7
- package/dist/cli/index.js +7 -0
- package/dist/core/agent-host.d.ts +65 -0
- package/dist/core/agent-host.js +193 -0
- package/dist/core/capabilities/agent-playbook.d.ts +3 -0
- package/dist/core/capabilities/agent-playbook.js +54 -2
- package/dist/core/capabilities/apps.d.ts +25 -2
- package/dist/core/capabilities/apps.js +25 -12
- package/dist/core/capabilities/doctor.d.ts +3 -0
- package/dist/core/capabilities/doctor.js +20 -15
- package/dist/core/capabilities/fabricate-mesh.d.ts +2 -2
- package/dist/core/capabilities/game-task-plan.d.ts +12 -6
- package/dist/core/capabilities/game-task-plan.js +80 -5
- package/dist/core/capabilities/motion-generation.js +2 -2
- package/dist/core/capabilities/navigation/open.d.ts +6 -2
- package/dist/core/capabilities/navigation/open.js +3 -0
- package/dist/core/capabilities/publish-build.js +2 -0
- package/dist/core/capabilities/runtime-control.d.ts +4 -4
- package/dist/core/capabilities/scene-script-target.d.ts +17 -0
- package/dist/core/capabilities/scene-script-target.js +70 -0
- package/dist/core/capabilities/sfx-choices.d.ts +4 -0
- package/dist/core/capabilities/sfx-choices.js +13 -6
- package/dist/core/capabilities/tool-dispatch.d.ts +12 -3
- package/dist/core/capabilities/tool-dispatch.js +81 -46
- package/dist/core/embeddings.d.ts +2 -0
- package/dist/core/embeddings.js +1 -1
- package/dist/core/error-codes.d.ts +62 -0
- package/dist/core/error-codes.js +97 -0
- package/dist/core/format.d.ts +2 -0
- package/dist/core/format.js +2 -1
- package/dist/core/hosted-mcp.d.ts +22 -0
- package/dist/core/hosted-mcp.js +56 -1
- package/dist/core/library-read.js +5 -0
- package/dist/core/library-search.js +2 -1
- package/dist/core/oauth.js +4 -0
- package/dist/core/ops/catalog.d.ts +41 -0
- package/dist/core/ops/catalog.js +145 -0
- package/dist/core/ops/cloud.d.ts +56 -0
- package/dist/core/ops/cloud.js +175 -0
- package/dist/core/ops/contract.d.ts +119 -0
- package/dist/core/ops/contract.js +142 -0
- package/dist/core/ops/engine-answer.d.ts +25 -0
- package/dist/core/ops/engine-answer.js +117 -0
- package/dist/core/ops/engine.d.ts +55 -0
- package/dist/core/ops/engine.js +649 -0
- package/dist/core/ops/save-files.d.ts +78 -0
- package/dist/core/ops/save-files.js +419 -0
- package/dist/core/ops/search.d.ts +9 -0
- package/dist/core/ops/search.js +55 -0
- package/dist/core/skills-registry.d.ts +16 -1
- package/dist/core/skills-registry.js +35 -2
- package/dist/core/telemetry.d.ts +32 -0
- package/dist/core/telemetry.js +38 -10
- package/dist/core/tool-profiles.d.ts +25 -0
- package/dist/core/tool-profiles.js +41 -0
- package/dist/installer/agent-config.d.ts +17 -4
- package/dist/installer/agent-config.js +22 -6
- package/dist/installer/agent-table.d.ts +3 -0
- package/dist/installer/agent-table.js +10 -7
- package/dist/installer/setup.d.ts +2 -0
- package/dist/installer/setup.js +9 -4
- package/dist/installer/version-check.d.ts +29 -9
- package/dist/installer/version-check.js +81 -28
- package/dist/mcp/command.js +7 -0
- package/dist/mcp/hosted-mount.d.ts +27 -2
- package/dist/mcp/hosted-mount.js +53 -23
- package/dist/mcp/legacy-toolset.d.ts +27 -0
- package/dist/mcp/legacy-toolset.js +43 -0
- package/dist/mcp/ops-surface.d.ts +59 -0
- package/dist/mcp/ops-surface.js +443 -0
- package/dist/mcp/server.d.ts +35 -11
- package/dist/mcp/server.js +234 -89
- package/dist/mcp/tool-results.d.ts +26 -0
- package/dist/mcp/tool-results.js +81 -0
- package/dist/mcp/tool-surface.d.ts +65 -0
- package/dist/mcp/tool-surface.js +317 -0
- package/dist/mcp/tools/app-tools.js +9 -2
- package/dist/mcp/tools/asset-tools.js +55 -53
- package/dist/mcp/tools/audit-tools.js +21 -21
- package/dist/mcp/tools/debug-tools.js +6 -6
- package/dist/mcp/tools/fabricate-tools.js +6 -6
- package/dist/mcp/tools/generate-tools.js +76 -70
- package/dist/mcp/tools/project-tools.d.ts +9 -4
- package/dist/mcp/tools/project-tools.js +16 -10
- package/dist/mcp/tools/scene-tools.js +12 -23
- package/dist/mcp/tools/script-tools.js +9 -5
- package/dist/mcp/tools/with-engine.d.ts +6 -0
- package/dist/mcp/tools/with-engine.js +19 -0
- package/gemini-extension.json +4 -12
- package/hooks/pre-commit-doctor.sh +5 -4
- package/hooks/session-start.sh +24 -28
- package/integrations/claude-desktop/README.md +1 -1
- package/integrations/copilot-jetbrains/README.md +1 -1
- package/integrations/junie/README.md +1 -1
- package/integrations/lm-studio/README.md +1 -1
- package/integrations/trae/README.md +1 -1
- package/integrations/visual-studio/README.md +1 -1
- package/library/references/mcp-tools-reference/mcp-tools-reference.md +79 -51
- package/library/references/mcp-tools-reference/resource.yaml +1 -1
- package/library/references/product-map/resource.yaml +2 -2
- package/library/skills/3d-lighting/SKILL.md +53 -28
- package/library/skills/3d-lighting/resource.yaml +1 -1
- package/library/skills/README.md +119 -117
- package/library/skills/adaptive-music/SKILL.md +19 -23
- package/library/skills/adaptive-music/resource.yaml +1 -1
- package/library/skills/agent-playtesting/SKILL.md +1 -1
- package/library/skills/agent-playtesting/resource.yaml +1 -1
- package/library/skills/ai-characters-in-games/SKILL.md +1 -1
- package/library/skills/ai-characters-in-games/resource.yaml +1 -1
- package/library/skills/ambient-bed/SKILL.md +22 -13
- package/library/skills/ambient-bed/resource.yaml +1 -1
- package/library/skills/animated-loop/SKILL.md +41 -32
- package/library/skills/animated-loop/resource.yaml +1 -1
- package/library/skills/animation-tree/SKILL.md +1 -1
- package/library/skills/animation-tree/resource.yaml +1 -1
- package/library/skills/art-direction/SKILL.md +3 -3
- package/library/skills/art-direction/resource.yaml +1 -1
- package/library/skills/asset-strategy/SKILL.md +21 -4
- package/library/skills/asset-strategy/resource.yaml +2 -1
- package/library/skills/audio-direction/SKILL.md +10 -10
- package/library/skills/audio-direction/resource.yaml +1 -1
- package/library/skills/auto-fire-targeting/SKILL.md +1 -1
- package/library/skills/auto-fire-targeting/resource.yaml +1 -1
- package/library/skills/bounded-engine-runs/SKILL.md +1 -1
- package/library/skills/bounded-engine-runs/resource.yaml +1 -1
- package/library/skills/brainstorm-game/SKILL.md +1 -1
- package/library/skills/brainstorm-game/resource.yaml +1 -1
- package/library/skills/brainstorming/SKILL.md +1 -1
- package/library/skills/brainstorming/resource.yaml +1 -1
- package/library/skills/browse-templates/SKILL.md +1 -1
- package/library/skills/browse-templates/resource.yaml +1 -1
- package/library/skills/camera-rigs/SKILL.md +2 -2
- package/library/skills/camera-rigs/resource.yaml +1 -1
- package/library/skills/celeste-momentum-platforming/resource.yaml +1 -0
- package/library/skills/character-animation-wiring/SKILL.md +4 -4
- package/library/skills/character-animation-wiring/resource.yaml +1 -1
- package/library/skills/character-model/SKILL.md +55 -47
- package/library/skills/character-model/resource.yaml +1 -1
- package/library/skills/character-movement/SKILL.md +3 -3
- package/library/skills/character-movement/resource.yaml +1 -1
- package/library/skills/character-portrait/SKILL.md +24 -19
- package/library/skills/character-portrait/resource.yaml +1 -1
- package/library/skills/cinematic-cutscene/SKILL.md +58 -46
- package/library/skills/cinematic-cutscene/resource.yaml +1 -1
- package/library/skills/combat-basics/SKILL.md +1 -1
- package/library/skills/combat-basics/resource.yaml +1 -1
- package/library/skills/compatibility-renderer-traps/SKILL.md +1 -1
- package/library/skills/compatibility-renderer-traps/resource.yaml +1 -1
- package/library/skills/concept-art/SKILL.md +16 -12
- package/library/skills/concept-art/resource.yaml +1 -1
- package/library/skills/concept-to-level/SKILL.md +239 -0
- package/library/skills/concept-to-level/references/technical-rules.md +150 -0
- package/library/skills/concept-to-level/resource.yaml +44 -0
- package/library/skills/create-asset-sheet/SKILL.md +19 -13
- package/library/skills/create-asset-sheet/resource.yaml +1 -1
- package/library/skills/debug/SKILL.md +2 -2
- package/library/skills/debug/resource.yaml +1 -1
- package/library/skills/debugging-game-feel/SKILL.md +1 -1
- package/library/skills/debugging-game-feel/resource.yaml +1 -1
- package/library/skills/design-level/SKILL.md +23 -35
- package/library/skills/design-level/resource.yaml +1 -1
- package/library/skills/design-mechanic/SKILL.md +1 -1
- package/library/skills/design-mechanic/resource.yaml +1 -1
- package/library/skills/design-npc/SKILL.md +22 -24
- package/library/skills/design-npc/resource.yaml +1 -1
- package/library/skills/diagnosing-perf-regressions/SKILL.md +1 -1
- package/library/skills/diagnosing-perf-regressions/resource.yaml +1 -1
- package/library/skills/driving-the-editor-ui/SKILL.md +1 -1
- package/library/skills/driving-the-editor-ui/resource.yaml +1 -1
- package/library/skills/environment-kit/SKILL.md +20 -16
- package/library/skills/environment-kit/resource.yaml +1 -1
- package/library/skills/export-and-ship/SKILL.md +6 -6
- package/library/skills/export-and-ship/resource.yaml +1 -1
- package/library/skills/fabricating-assets/SKILL.md +7 -7
- package/library/skills/fabricating-assets/resource.yaml +3 -3
- package/library/skills/facial-and-lipsync/SKILL.md +14 -15
- package/library/skills/facial-and-lipsync/resource.yaml +1 -1
- package/library/skills/fps-controller/SKILL.md +33 -41
- package/library/skills/fps-controller/resource.yaml +1 -1
- package/library/skills/game-feel/SKILL.md +8 -8
- package/library/skills/game-feel/resource.yaml +1 -1
- package/library/skills/gameskill/SKILL.md +4 -4
- package/library/skills/gameskill/resource.yaml +1 -1
- package/library/skills/gdscript-patterns/SKILL.md +1 -1
- package/library/skills/gdscript-patterns/resource.yaml +1 -1
- package/library/skills/generate-motion/SKILL.md +30 -21
- package/library/skills/generate-motion/resource.yaml +1 -1
- package/library/skills/godogen-visual-proof-game-generation/SKILL.md +1 -1
- package/library/skills/godogen-visual-proof-game-generation/resource.yaml +1 -0
- package/library/skills/grow-analytics/SKILL.md +3 -3
- package/library/skills/grow-analytics/resource.yaml +1 -1
- package/library/skills/headless-scripting/SKILL.md +1 -1
- package/library/skills/headless-scripting/resource.yaml +1 -1
- package/library/skills/in-game-purchases/SKILL.md +1 -1
- package/library/skills/in-game-purchases/resource.yaml +1 -1
- package/library/skills/instantiate-asset-pack/SKILL.md +2 -2
- package/library/skills/instantiate-asset-pack/resource.yaml +1 -1
- package/library/skills/lumera-single-image-scene-reconstruction/resource.yaml +1 -0
- package/library/skills/make-game/SKILL.md +4 -4
- package/library/skills/make-game/references/2d-platformer.md +1 -1
- package/library/skills/make-game/references/3d-fps.md +1 -1
- package/library/skills/make-game/references/3d-horror.md +1 -1
- package/library/skills/make-game/references/3d-third-person.md +2 -2
- package/library/skills/make-game/resource.yaml +1 -1
- package/library/skills/multiplayer/SKILL.md +1 -1
- package/library/skills/multiplayer/resource.yaml +1 -1
- package/library/skills/multiplayer-movement/SKILL.md +1 -1
- package/library/skills/multiplayer-movement/resource.yaml +1 -1
- package/library/skills/multiplayer-project/SKILL.md +1 -1
- package/library/skills/multiplayer-project/resource.yaml +1 -1
- package/library/skills/multiplayer-publish/SKILL.md +8 -7
- package/library/skills/multiplayer-publish/resource.yaml +3 -3
- package/library/skills/multiplayer-state/SKILL.md +1 -1
- package/library/skills/multiplayer-state/resource.yaml +1 -1
- package/library/skills/multiplayer-testing/SKILL.md +1 -1
- package/library/skills/multiplayer-testing/resource.yaml +1 -1
- package/library/skills/music-track/SKILL.md +22 -13
- package/library/skills/music-track/resource.yaml +1 -1
- package/library/skills/navigate-summer/SKILL.md +11 -9
- package/library/skills/navigate-summer/resource.yaml +1 -1
- package/library/skills/new-project/SKILL.md +1 -1
- package/library/skills/new-project/resource.yaml +1 -1
- package/library/skills/organic-model/SKILL.md +24 -18
- package/library/skills/organic-model/resource.yaml +1 -1
- package/library/skills/pixel-art/SKILL.md +27 -23
- package/library/skills/pixel-art/resource.yaml +1 -1
- package/library/skills/play/SKILL.md +1 -1
- package/library/skills/play/resource.yaml +1 -1
- package/library/skills/playtesting-a-feature/SKILL.md +1 -1
- package/library/skills/playtesting-a-feature/resource.yaml +1 -1
- package/library/skills/procedural-animation/SKILL.md +20 -16
- package/library/skills/procedural-animation/resource.yaml +1 -1
- package/library/skills/prop-model/SKILL.md +25 -19
- package/library/skills/prop-model/resource.yaml +1 -1
- package/library/skills/psx-retro-rendering/resource.yaml +1 -0
- package/library/skills/publish-your-game/SKILL.md +16 -6
- package/library/skills/publish-your-game/resource.yaml +3 -3
- package/library/skills/realtime-wet-surfaces/resource.yaml +1 -0
- package/library/skills/release-readiness/SKILL.md +1 -1
- package/library/skills/release-readiness/resource.yaml +1 -1
- package/library/skills/remote-deploy/SKILL.md +1 -1
- package/library/skills/remote-deploy/resource.yaml +1 -1
- package/library/skills/retarget/SKILL.md +23 -20
- package/library/skills/retarget/resource.yaml +1 -1
- package/library/skills/running-in-the-cloud/SKILL.md +1 -1
- package/library/skills/running-in-the-cloud/resource.yaml +1 -1
- package/library/skills/save-load/SKILL.md +1 -1
- package/library/skills/save-load/resource.yaml +1 -1
- package/library/skills/scene-composition/SKILL.md +1 -1
- package/library/skills/scene-composition/resource.yaml +1 -1
- package/library/skills/scene-hierarchy-design/SKILL.md +2 -2
- package/library/skills/scene-hierarchy-design/resource.yaml +1 -1
- package/library/skills/scene-scripting/SKILL.md +66 -636
- package/library/skills/scene-scripting/references/ctx-api.md +184 -0
- package/library/skills/scene-scripting/references/recipes-2d-ui.md +193 -0
- package/library/skills/scene-scripting/references/recipes-3d.md +280 -0
- package/library/skills/scene-scripting/resource.yaml +4 -4
- package/library/skills/scene-to-level/SKILL.md +2 -2
- package/library/skills/scene-to-level/resource.yaml +1 -1
- package/library/skills/skill-create/resource.yaml +1 -0
- package/library/skills/skill-improve/resource.yaml +1 -0
- package/library/skills/skill-test/SKILL.md +2 -2
- package/library/skills/skill-test/resource.yaml +1 -0
- package/library/skills/skintokens-auto-rigging/resource.yaml +1 -0
- package/library/skills/skybox-panorama/SKILL.md +27 -21
- package/library/skills/skybox-panorama/resource.yaml +1 -1
- package/library/skills/sound-effect/SKILL.md +29 -20
- package/library/skills/sound-effect/resource.yaml +1 -1
- package/library/skills/spatial-placement/SKILL.md +14 -9
- package/library/skills/spatial-placement/resource.yaml +1 -1
- package/library/skills/sprite-sheet/SKILL.md +32 -27
- package/library/skills/sprite-sheet/resource.yaml +1 -1
- package/library/skills/store-art/SKILL.md +3 -3
- package/library/skills/store-art/resource.yaml +2 -2
- package/library/skills/store-listing/SKILL.md +3 -3
- package/library/skills/store-listing/resource.yaml +2 -2
- package/library/skills/summer-analytics/SKILL.md +7 -5
- package/library/skills/summer-analytics/resource.yaml +2 -2
- package/library/skills/summer-apps/SKILL.md +48 -32
- package/library/skills/summer-apps/manifest.md +1 -1
- package/library/skills/summer-apps/minimal-app.md +7 -7
- package/library/skills/summer-apps/resource.yaml +1 -1
- package/library/skills/summer-apps/sdk-reference.md +5 -5
- package/library/skills/summer-apps-design/SKILL.md +1 -1
- package/library/skills/summer-apps-design/resource.yaml +1 -1
- package/library/skills/summer-assets/SKILL.md +56 -0
- package/library/skills/summer-assets/resource.yaml +34 -0
- package/library/skills/summer-store/SKILL.md +1 -1
- package/library/skills/text-to-motion/SKILL.md +30 -23
- package/library/skills/text-to-motion/prompts-and-controls.md +5 -5
- package/library/skills/text-to-motion/resource.yaml +1 -1
- package/library/skills/text-to-motion/rigging-for-text-motion.md +2 -2
- package/library/skills/tileable-texture/SKILL.md +19 -15
- package/library/skills/tileable-texture/resource.yaml +1 -1
- package/library/skills/trailer-shot/SKILL.md +28 -24
- package/library/skills/trailer-shot/resource.yaml +1 -1
- package/library/skills/tune-performance/SKILL.md +6 -6
- package/library/skills/tune-performance/resource.yaml +1 -1
- package/library/skills/ui-basics/SKILL.md +41 -36
- package/library/skills/ui-basics/resource.yaml +1 -1
- package/library/skills/ui-graphics/SKILL.md +47 -38
- package/library/skills/ui-graphics/resource.yaml +1 -1
- package/library/skills/use-widget-asset/SKILL.md +1 -1
- package/library/skills/use-widget-asset/resource.yaml +1 -1
- package/library/skills/using-summer/SKILL.md +6 -5
- package/library/skills/using-summer/resource.yaml +1 -1
- package/library/skills/vehicle-model/SKILL.md +65 -57
- package/library/skills/vehicle-model/resource.yaml +1 -1
- package/library/skills/verification-before-completion/SKILL.md +1 -1
- package/library/skills/verification-before-completion/resource.yaml +1 -1
- package/library/skills/verifying-scenes/SKILL.md +2 -2
- package/library/skills/verifying-scenes/resource.yaml +1 -1
- package/library/skills/vfx-dissolve/SKILL.md +2 -2
- package/library/skills/vfx-dissolve/resource.yaml +1 -1
- package/library/skills/vfx-fire/SKILL.md +15 -41
- package/library/skills/vfx-fire/resource.yaml +1 -1
- package/library/skills/vfx-hit-spark/SKILL.md +1 -1
- package/library/skills/vfx-hit-spark/resource.yaml +1 -1
- package/library/skills/vfx-lightning/SKILL.md +7 -16
- package/library/skills/vfx-lightning/resource.yaml +1 -1
- package/library/skills/vfx-magic-glow/SKILL.md +23 -32
- package/library/skills/vfx-magic-glow/resource.yaml +1 -1
- package/library/skills/vfx-muzzle-flash/SKILL.md +20 -35
- package/library/skills/vfx-muzzle-flash/resource.yaml +1 -1
- package/library/skills/vfx-smoke/SKILL.md +13 -31
- package/library/skills/vfx-smoke/resource.yaml +1 -1
- package/library/skills/vfx-water-ripple/SKILL.md +12 -31
- package/library/skills/vfx-water-ripple/resource.yaml +1 -1
- package/library/skills/voice-line/SKILL.md +71 -40
- package/library/skills/voice-line/resource.yaml +1 -1
- package/library/skills/web-and-touch-input/SKILL.md +1 -1
- package/library/skills/web-and-touch-input/resource.yaml +1 -1
- package/library/skills/web-compatibility-look/SKILL.md +1 -1
- package/library/skills/web-compatibility-look/resource.yaml +1 -1
- package/library/skills/world-building-3d/SKILL.md +1 -1
- package/library/skills/world-building-3d/resource.yaml +1 -1
- package/library/skills/writing-skills/resource.yaml +1 -0
- package/library/tools/add-node/GUIDE.md +14 -0
- package/library/tools/align-distribute-3d/GUIDE.md +7 -0
- package/library/tools/app-call/resource.yaml +1 -1
- package/library/tools/app-guide/resource.yaml +2 -2
- package/library/tools/app-page/resource.yaml +1 -1
- package/library/tools/app-screenshot/resource.yaml +19 -1
- package/library/tools/app-tools/resource.yaml +1 -1
- package/library/tools/attach-to-surface/GUIDE.md +15 -0
- package/library/tools/batch/GUIDE.md +27 -0
- package/library/tools/camera-bookmark/GUIDE.md +12 -0
- package/library/tools/capture-gameplay/GUIDE.md +3 -0
- package/library/tools/capture-gameplay/resource.yaml +3 -3
- package/library/tools/check-job/resource.yaml +1 -1
- package/library/tools/clear-console/GUIDE.md +3 -0
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- package/registry/generated/counts.json +2 -2
- package/registry/generated/gemini-extension.json +4 -12
- package/registry/generated/index.json +433 -339
- package/registry/generated/marketplace.claude.json +2 -13
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---
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name: cinematic-cutscene
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description: "Generate a non-interactive cutscene
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description: "Generate a non-interactive cutscene: a reference-locked 5-10s video shot with optional voiced dialogue."
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license: MIT
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compatibility: [Cursor, Claude Code, Windsurf, Codex]
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category: video
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user-invocable: true
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allowed-tools: Read Grep Glob Write Edit
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allowed-tools: Read Grep Glob Write Edit summer_assets_generate_video summer_jobs_wait summer_assets_generate_image summer_assets_generate_audio summer_assets_search summer_import_from_url summer_add_node summer_set_prop summer_call
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paths: ["assets/video/**", "cinematics/**", "trailers/**"]
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---
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@@ -30,7 +30,7 @@ If the user wants 5 seconds of marketing footage, that's `trailer-shot`. If they
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- "Looping splash screen background" — `animated-loop`.
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- "Animated logo backdrop on the title screen" — `animated-loop`.
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- Real-time in-engine cinematic with the actual gameplay characters and camera — that's an AnimationPlayer job, not generated video. Route to `scene-composition`.
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- Voice-only narration over a static image — generate the dialogue with `
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- Voice-only narration over a static image — generate the dialogue with `assets.generate_audio` and use a static `TextureRect`, no video needed.
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## Steps
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```
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Read .summer/GameSoul.md
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assets.search({ query: "<character name> reference", assetType: "2d_image", scope: "all" })
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```
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`
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`assets.search` has no video filter — `assetType` is one of `2d_image`, `animation`, `3d_model`, `audio`, `music`, `all`, and there is no video member. To find prior cutscene clips, search your own assets with `assets.search({ query: "cutscene", scope: "mine" })` and read the titles.
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If a reference image of the character already exists from a prior `concept-art` or `character-portrait` run, **reuse it** as the `imageUrl` — that single decision is the difference between the character looking like themselves and looking like a stranger.
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> Want this as one 10s shot, or three shots (e.g. wide → close on face → reaction)? Each shot is 5-10s. I'll generate a reference image once, then image-to-video each shot off of it.
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Default if the user is vague: **3 shots, 5s each, on kling**. Confirm before spending credits.
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Default if the user is vague: **3 shots, 5s each, on kling**. Confirm before spending credits: `dryRun: true` on a shot's call returns its `estimate` (credits, balance, enough) and renders nothing.
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### 3. Lock the look — generate a reference image first
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For any character or hero scene, generate a reference still with `
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For any character or hero scene, generate a reference still with `assets.generate_image` *before* generating video. This still drives `imageUrl` on every subsequent shot, so the character is consistent across cuts.
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```
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prompt
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model
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assets.generate_image({
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prompt: "<subject>, <setting>, cinematic lighting, film still, wide framing, <art style from GameSoul.md>",
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model: "nano-banana-2",
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aspectRatio: "16:9"
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})
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```
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Set `aspectRatio` to the cutscene's framing (`16:9`, or `9:16` for mobile); `width` and `height` ask for a minimum size. For image-to-video this matters more than usual: the clip's framing is inherited from the reference, so a square reference gives you a square cutscene.
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Show the user the still and confirm it's the right look before video-ing it. Regenerating a still costs far less than regenerating a video.
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### 4. Pick the model
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**This skill always passes `imageUrl`, which puts every call on the image-to-video route
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**This skill always passes `imageUrl`, which puts every call on the image-to-video route.** `kling-turbo` and `veo3` are text-to-video only; asking for either with an `imageUrl` set is a 400 `invalid_model`, not a silent downgrade.
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| Model | i2v? | Speed | When |
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| `ltx` | yes | ~30s | Iteration, blocking shots, B-roll, throwaway tests |
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| `kling` | yes | 2-4 min | Hero shots, character cutscenes, anything the player will sit and watch |
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| `minimax` | yes | 2-3 min | Stylized / anime-leaning content; better at non-photoreal looks than kling |
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| `kling-turbo` | **no** | 1-2 min | Text-to-video only — usable only if you drop the reference image |
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| `veo3` | **no** | 3-5 min | Text-to-video only — usable only if you drop the reference image |
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### 5. Generate each shot
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```
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imageUrl
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duration
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aspectRatio
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)
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assets.generate_video({
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prompt: "<subject does <action>, <camera move>, <lighting>, cinematic, 16mm film grain>",
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model: "kling",
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imageUrl: "<reference image fileUrl from step 3>",
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duration: 5,
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aspectRatio: "16:9"
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})
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```
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`duration`
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On `ltx` and `kling`, `duration` is 5 or 10 — anything else renders 5. The newer models in the `model` list render their nearest supported length.
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`assets.generate_video` always answers at once with a job — `{ status: "running", job: { id } }` and **no `fileUrl`**; the clip is rendered by a background worker. Wait for it:
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jobs.wait({ jobId: "<job.id from the generate call>", timeoutSeconds: 50 })
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```
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Call `jobs.wait` again until `finished` is true. Only a finished job with state `done` has the asset and URL in its `result`. Do not tell the user a shot is done off the back of the generate call — at that moment nothing has rendered yet.
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`aspectRatio` is applied on the text-to-video path only; on image-to-video the framing comes from the reference image, so a `9:16` cutscene needs a `9:16` reference, not a `9:16` argument.
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### 6. Generate dialogue audio (if the scene has dialogue)
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Cutscene dialogue is TTS, not in the video model. The video model can render mouth motion that *looks* like talking, but the audio comes from `
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Cutscene dialogue is TTS, not in the video model. The video model can render mouth motion that *looks* like talking, but the audio comes from `assets.generate_audio`. Generate it separately and an AnimationPlayer or your `cinematics/` controller scene syncs them.
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```
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voiceId
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assets.generate_audio({
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capability: "text_to_speech",
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text: "They'll come for you at dawn. Run while you can.",
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voiceId: "<from audio bible — see voice-line>"
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})
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```
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Lip-sync caveat: if the video shows the character clearly mouthing words and the audio is a different cadence, viewers notice. Either (a) keep the camera off the character's face during dialogue, (b) accept the asynchrony for a stylized look, or (c) use `veo3` and prompt the dialogue text directly into the video prompt for synced motion.
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summer_import_from_url(url="<hosted .ogv url>", path="res://assets/video/cinematics/intro_shot_01.ogv")
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Build a controller scene at `res://cinematics/Intro.tscn
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Build a controller scene at `res://cinematics/Intro.tscn`: create it, then build its nodes in one script (`scenePath` names the new scene; the editor's open tab comes back afterwards):
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summer_create_scene(path="res://cinematics/Intro.tscn", rootName="Intro",
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summer_create_scene(path="res://cinematics/Intro.tscn", rootName="Intro", rootType="Control")
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summer_run_script(scenePath="res://cinematics/Intro.tscn", source="""
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func run(ctx):
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var video = ctx.add_node("VideoStreamPlayer", "Video", null, {
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"stream": load("res://assets/video/cinematics/intro_shot_01.ogv"),
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"autoplay": true,
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video.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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var fade = ctx.add_node("ColorRect", "Fade", null, {"color": Color(0, 0, 0, 1)}) # black, alpha 1.0 -> 0.0
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fade.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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fade.mouse_filter = Control.MOUSE_FILTER_IGNORE
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ctx.save_scene()
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""")
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`Fade` comes after `Video` in the tree, so it draws on top of it.
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Attach a `Tween` script that fades the `ColorRect` from black to clear over 0.5s on `_ready`, then back to black when `Video.finished` fires, then `queue_free()`s the scene. For multi-shot cutscenes, queue the next `VideoStreamPlayer` in the `finished` signal handler.
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For dialogue, add an `AudioStreamPlayer` sibling with the TTS clip and call `play()` in `_ready` after a small delay matching where the line lands in the video.
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| Action beat (village burns) | `kling` | `medium wide of a thatched village engulfed in flames at night, embers rising, silhouettes running through smoke, hand-held camera, cinematic` | 5s |
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| Ending shot (hero walks away) | `kling` | `low wide shot of a cloaked figure walking away across a blasted plain at sunset, slow truck-back, golden hour, dust on the wind` | 5s |
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| Throwaway iteration / blocking | `ltx` | same prompt as above | 5s |
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| Anime / stylized cutscene | `
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| Anime / stylized cutscene | `kling` | `anime-style young swordsman draws blade and steps forward, sakura petals, dramatic wind, Studio Ghibli soft painterly` | 5s |
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### Bad prompts and why
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## Anti-patterns
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- **Generating a 10s shot when you should chain two 5s shots.** Identity, hand consistency, and physics drift every additional second past ~6s. Two 5s shots cut together look better and cost the same.
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- **Skipping the reference image.** Generating four character cutscenes from text prompts alone produces four different-looking people. Always lock the look with `
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- **Skipping the reference image.** Generating four character cutscenes from text prompts alone produces four different-looking people. Always lock the look with `assets.generate_image` first, then `imageUrl` every subsequent video call.
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- **Asking the video model to render dialogue without `veo3`.** `kling` and `ltx` will animate mouths but the motion does not match any audio. Use `veo3` if dialogue is on-camera, or keep the camera off the speaker.
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- **Using `kling` for blocking iterations.** Validate framing and prompt on the cheaper `ltx` first; move to `kling` once the composition lands.
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- **Putting the cutscene on a `VideoStreamPlayer` without a fade.** Cuts straight from gameplay to video are jarring. Always wrap in a `ColorRect` fade in/out.
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- **Treating `
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- **Treating `assets.generate_video` as finished.** It answers `{ status: "running", job }` and no URL. Wait with `jobs.wait` until the job is done before there is anything to show or import.
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- **Importing the `.mp4` as-is.** The engine has no MP4 or WebM loader — only Ogg Theora (`.ogv`). Transcode first; an un-transcoded import fails and is rolled back.
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- **Asking for `duration
|
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+
- **Asking `ltx` or `kling` for `duration: 3` or `duration: 8`.** On those two only 5 and 10 exist; anything else renders 5.
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- **Pairing `imageUrl` with `kling-turbo` or `veo3`.** Neither has an image-to-video endpoint — that combination is a 400.
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## Edge cases
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- **Vertical cutscene for a mobile target.** On the image-to-video path `aspectRatio` is not applied at all — the clip inherits the reference image's framing. So the reference *must* be 9:16
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- **Vertical cutscene for a mobile target.** On the image-to-video path `aspectRatio` is not applied at all — the clip inherits the reference image's framing. So the reference *must* be 9:16: generate it with `aspectRatio: "9:16"`, then pass its URL as `imageUrl`.
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- **Cutscene must match an in-engine character precisely.** No video model will hit pixel-perfect identity. Either (a) accept the artistic license, (b) render the cutscene in-engine with `AnimationPlayer` instead of generating it, or (c) generate a reference image *from* a screenshot of the in-engine character (image-to-image first, then image-to-video).
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- **Dialogue is too long for a 5s shot.** Either trim the line, or split: 5s of speaker, 5s of listener reaction (cheaper because the listener doesn't need synced lips).
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- **Cutscene needs to play and the player isn't looking.** Pause the gameplay timer, push a `Control` overlay with the `VideoStreamPlayer`, restore on finish.
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- **Multi-shot continuity.** Use the same reference image as `imageUrl` across all shots. If lighting differs by shot, generate one reference per lighting setup, not one per shot.
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+
## Without Summer Engine
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In a session without Summer Engine tools (the assets profile; the `summer-assets` skill has the whole loop), do steps 1-6 and skip step 7 (`VideoStreamPlayer`). Skip the soul-file read in step 1 when the project has no `.summer/` folder. Save the file where the person asked with `out` (the `summer-assets` skill says how), and tell them the path and format. Each shot is an MP4 and each dialogue line an audio file; the person cuts them together in their own editor.
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+
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## Fallback (no MCP)
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If the MCP server isn't running, the user can do all of this in the Summer dashboard:
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@@ -237,4 +249,4 @@ Once the cutscene is generated and wired:
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- `music-track` — score the cutscene.
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- `concept-art` — generate the reference image axis if no character reference exists yet.
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- `character-portrait` — produce a high-fidelity locked character portrait for use as `imageUrl`.
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-
-
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- `summer_docs_read` id `reference/mcp-tools-reference` — how to call `assets.generate_video`; `summer_search` returns its exact input.
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@@ -1,7 +1,7 @@
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1
1
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id: skill/cinematic-cutscene
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kind: skill
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version: 1.0.4
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-
summary: Generate a non-interactive cutscene
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+
summary: "Generate a non-interactive cutscene: a reference-locked 5-10s video shot with optional voiced dialogue."
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use_when:
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6
6
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- generating a non-interactive cutscene clip — opening scene, story beat, character intro, ending
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- a story beat needs a short pre-rendered clip between gameplay sections — intro, transition, ending
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@@ -1,6 +1,6 @@
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1
1
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---
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name: combat-basics
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-
description: "Damage
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+
description: "Damage: hitbox and hurtbox Areas, a reusable Health component, damage signals, knockback, projectiles."
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4
|
license: MIT
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compatibility: [Cursor, Claude Code, Codex, Windsurf, Gemini, OpenCode]
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category: gameplay-mechanics
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@@ -1,7 +1,7 @@
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id: skill/combat-basics
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kind: skill
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version: 1.0.0
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-
summary: "Damage
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+
summary: "Damage: hitbox and hurtbox Areas, a reusable Health component, damage signals, knockback, projectiles."
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use_when:
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- adding attacks, health and damage, or enemies that can be hit and hit back
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- adding projectiles or bullets — homing, piercing, area-of-effect, or pooling hundreds of them
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@@ -1,6 +1,6 @@
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1
1
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---
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2
2
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name: compatibility-renderer-traps
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3
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-
description: "Make a Forward+
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+
description: "Make a Forward+ game look right on the Compatibility renderer: instance uniforms, MultiMesh, vertex colors."
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license: MIT
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compatibility: [Cursor, Claude Code, Windsurf, Codex]
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category: rendering-and-lighting
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@@ -1,7 +1,7 @@
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1
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id: skill/compatibility-renderer-traps
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kind: skill
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version: 1.0.0
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4
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-
summary: "Make a Forward+
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+
summary: "Make a Forward+ game look right on the Compatibility renderer: instance uniforms, MultiMesh, vertex colors."
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use_when:
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6
6
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- a game must run on phones or weak GPUs that may use the Compatibility or Mobile renderer
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- objects render black, pale or stop animating on one renderer but not another
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@@ -1,11 +1,11 @@
|
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1
1
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---
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2
2
|
name: concept-art
|
|
3
|
-
description: "Explore art direction with 3-4 rough concept variants of a character, environment
|
|
3
|
+
description: "Explore art direction with 3-4 rough concept variants of a character, environment or prop."
|
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4
4
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license: MIT
|
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5
5
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compatibility: [Cursor, Claude Code, Windsurf, Codex]
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6
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category: 2d-assets
|
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7
7
|
user-invocable: true
|
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8
|
-
allowed-tools: Read Grep Glob Write Edit
|
|
8
|
+
allowed-tools: Read Grep Glob Write Edit summer_assets_generate_image summer_assets_search summer_import_from_url summer_call
|
|
9
9
|
paths: ["assets/**", "art/**", "concepts/**"]
|
|
10
10
|
---
|
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11
11
|
|
|
@@ -44,7 +44,7 @@ If "final" → hand off to `character-portrait`. If "explore" → continue.
|
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44
44
|
### 2. Search for prior concepts
|
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45
45
|
|
|
46
46
|
```
|
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47
|
-
|
|
47
|
+
assets.search({ query: "<subject> concept", assetType: "2d_image", scope: "all" })
|
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48
48
|
```
|
|
49
49
|
|
|
50
50
|
If something already exists, ask if the user wants to riff on it (img2img via `referenceImageUrl`) or start fresh.
|
|
@@ -68,16 +68,16 @@ State the axis to the user before generating: "I'll vary on **stylization** —
|
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68
68
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Issue 3-4 calls in parallel, one per variant. Use the same subject phrasing across all four; only the style-modifier changes.
|
|
69
69
|
|
|
70
70
|
```
|
|
71
|
-
|
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72
|
-
prompt
|
|
73
|
-
model
|
|
74
|
-
style
|
|
75
|
-
)
|
|
71
|
+
assets.generate_image({
|
|
72
|
+
prompt: "<subject>. <axis variant 1>. concept art, evocative, rough painterly, atmospheric lighting, wide cinematic framing",
|
|
73
|
+
model: "nano-banana-2",
|
|
74
|
+
style: "none"
|
|
75
|
+
})
|
|
76
76
|
```
|
|
77
77
|
|
|
78
78
|
`style: "none"` is intentional: only `cartoon` and `anime` append anything to the prompt, `realistic` and `none` append nothing, and any other value is coerced to `none`. So the preset cannot override the prompt's stylistic direction — it just contributes nothing, which is what concept art wants. All four variants' divergence has to come from the prompt.
|
|
79
79
|
|
|
80
|
-
For a shape other than square, pass `aspectRatio` (`"16:9"`, `"9:16"`, ...) or `width` + `height`; the result reports the real width and height and the model that ran. Exploration images are thrown away, so square is usually fine. Background removal is the
|
|
80
|
+
For a shape other than square, pass `aspectRatio` (`"16:9"`, `"9:16"`, ...) or `width` + `height`; the result reports the real width and height and the model that ran. Exploration images are thrown away, so square is usually fine. Background removal is the `removeBackground` argument (there is no `options` object). Four variants are four charges: `dryRun: true` on one call shows its credits.
|
|
81
81
|
|
|
82
82
|
### 5. Present the batch
|
|
83
83
|
|
|
@@ -124,13 +124,17 @@ The structure: **subject + axis variant + "concept art" + lighting/atmosphere**.
|
|
|
124
124
|
- **Subject is a fully described scene, not an asset.** You're producing key art, not asset reference. Pass `aspectRatio: "16:9"` (or `width: 1920, height: 1080` for store key art) and bias toward atmospheric.
|
|
125
125
|
- **User wants the final to be 3D.** After they pick a direction, route to `asset-strategy` — concept-art images are not 3D-ready references (they have backgrounds, scene context, dramatic lighting baked in). The 3D pipeline needs its own clean white-background reference.
|
|
126
126
|
|
|
127
|
+
## Without Summer Engine
|
|
128
|
+
|
|
129
|
+
In a session without Summer Engine tools (the assets profile; the `summer-assets` skill has the whole loop), every step works. Pass `out` with the person's folder so the batch lands there (the `summer-assets` skill says how), and skip `summer_import_from_url`.
|
|
130
|
+
|
|
127
131
|
## Fallback (no MCP)
|
|
128
132
|
|
|
129
133
|
Print the 4 prompts and the call for each:
|
|
130
134
|
|
|
131
135
|
```
|
|
132
|
-
|
|
133
|
-
|
|
136
|
+
assets.generate_image({ prompt: "<variant 1>", model: "nano-banana-2", style: "none" })
|
|
137
|
+
assets.generate_image({ prompt: "<variant 2>", ... })
|
|
134
138
|
...
|
|
135
139
|
```
|
|
136
140
|
|
|
@@ -150,4 +154,4 @@ Once the user picks a direction:
|
|
|
150
154
|
|
|
151
155
|
- `asset-strategy` — meta-router that delegates here vs other 2d-assets skills.
|
|
152
156
|
- `character-portrait` — the polished single-image counterpart.
|
|
153
|
-
-
|
|
157
|
+
- `summer_docs_read` id `reference/mcp-tools-reference` — how to call `assets.generate_image`.
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
id: skill/concept-art
|
|
2
2
|
kind: skill
|
|
3
3
|
version: 1.0.2
|
|
4
|
-
summary: Explore art direction with 3-4 rough concept variants of a character, environment
|
|
4
|
+
summary: "Explore art direction with 3-4 rough concept variants of a character, environment or prop."
|
|
5
5
|
use_when:
|
|
6
6
|
- exploring art direction with rough variants before committing to a final asset
|
|
7
7
|
- the user wants a mood board, rough sketches, or 'what could this look like'
|
|
@@ -0,0 +1,239 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: concept-to-level
|
|
3
|
+
description: "Take a 3D map from concept art to a polished, shippable level, with the questions to ask the user, owned lanes, render checks and collision kept in step."
|
|
4
|
+
license: MIT
|
|
5
|
+
compatibility: [Cursor, Claude Code, Windsurf, Codex]
|
|
6
|
+
category: level-design
|
|
7
|
+
user-invocable: true
|
|
8
|
+
allowed-tools: Read Grep Glob Write Edit Bash summer_assets_generate_image summer_assets_generate_3d summer_jobs_wait summer_call summer_screenshot summer_get_scene_tree summer_inspect_node summer_set_prop summer_save_scene summer_get_diagnostics summer_get_script_errors
|
|
9
|
+
paths: ["**/*.tscn", "**/*.gdshader", "**/*.gdshaderinc", "level/**", "levels/**", "docs/**", ".summer/**"]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
# concept-to-level — from concept art to a polished level
|
|
13
|
+
|
|
14
|
+
Use this when a 3D map has to go from "here is the idea" to a level that
|
|
15
|
+
looks finished, plays right online and offline, and runs well. It is the
|
|
16
|
+
process and the judgment; the specialist skills it names do the leaf work.
|
|
17
|
+
|
|
18
|
+
Distilled from one long build of a 1v1 arena duel map (a white-marble drill
|
|
19
|
+
yard on a mountain peak above the clouds, with god hands that change the
|
|
20
|
+
map mid-match). Its mistakes are the reason most rules below exist.
|
|
21
|
+
|
|
22
|
+
**Core principle:** agree the look before you build it, build in lanes that
|
|
23
|
+
each own their files, and never call a lane done without a render you have
|
|
24
|
+
opened for the user.
|
|
25
|
+
|
|
26
|
+
## When to use
|
|
27
|
+
|
|
28
|
+
- "Turn this concept art into the real map." (3D, shipping quality)
|
|
29
|
+
- "Rework this level's theme, keep the layout."
|
|
30
|
+
- "Polish this map: materials, props, sky, effects."
|
|
31
|
+
- Several agents will work on one map at once.
|
|
32
|
+
|
|
33
|
+
## When NOT to use
|
|
34
|
+
|
|
35
|
+
- A 2D or quick playable scene from a reference image: `scene-to-level`.
|
|
36
|
+
- Designing layout, pacing and encounters on paper: `design-level`.
|
|
37
|
+
- One asset: `prop-model`, `environment-kit`, `organic-model`.
|
|
38
|
+
- Only picking a style: `concept-art`, `art-direction`.
|
|
39
|
+
|
|
40
|
+
## Ask these before you build
|
|
41
|
+
|
|
42
|
+
Ask in batches of two or three, not all at once. Record the answers in the
|
|
43
|
+
design doc. Each line says why it matters and what broke when it was not
|
|
44
|
+
asked.
|
|
45
|
+
|
|
46
|
+
**Theme and fantasy**
|
|
47
|
+
- [ ] What is this place, who owns it, what is the player there? *Drives every
|
|
48
|
+
prop and material choice. "A drill yard where players are guests" gave
|
|
49
|
+
the map its whole prop list.*
|
|
50
|
+
- [ ] Which reference frames are the bar? Show 3-4 generated options and get
|
|
51
|
+
a pick. *A god power built from a text brief was rejected twice; three
|
|
52
|
+
concept images got a clear pick in one reply.*
|
|
53
|
+
|
|
54
|
+
**Layout and gameplay**
|
|
55
|
+
- [ ] What layout stays, what may change? May colliders, spawns and zones
|
|
56
|
+
move? *Decides whether you must recompile server collision and update
|
|
57
|
+
tests.*
|
|
58
|
+
- [ ] Which surfaces are walkable, lethal, or "risky perches"? Where are the
|
|
59
|
+
ring-outs? *Fall zones need their own checks.*
|
|
60
|
+
- [ ] Should dynamic events (moving hazards, raised platforms, collapsing
|
|
61
|
+
walls) feel big and slow or quick? Should the warning show where it lands?
|
|
62
|
+
*The first sliding-hazard warning drew the whole path on the floor; the
|
|
63
|
+
user found it too easy to dodge.*
|
|
64
|
+
- [ ] What should the fight feel like? *"A battle for the high ground" turned
|
|
65
|
+
a vague light platform into layered plates with jump routes.*
|
|
66
|
+
|
|
67
|
+
**Quality and readability**
|
|
68
|
+
- [ ] What is the quality bar for close-ups? *Users inspect props at arm's
|
|
69
|
+
length: flat untextured parts, floating chains and sticks clipping
|
|
70
|
+
surfaces all got flagged.*
|
|
71
|
+
- [ ] What must stay readable? Set a number (we used: player silhouettes keep
|
|
72
|
+
at least 60% of clean brightness under every effect).
|
|
73
|
+
- [ ] How dark or saturated may effects get? *"Dark and evil, red only in thin
|
|
74
|
+
veins" was a rule we had to learn after a too-red pass.*
|
|
75
|
+
|
|
76
|
+
**Platform and runtime**
|
|
77
|
+
- [ ] Target hardware and platforms (mobile? integrated laptops?) and frame
|
|
78
|
+
budget. *Measure early; one decorative set cost a quarter of all triangles.*
|
|
79
|
+
- [ ] Does the map run online? What does the online build strip? *Our online
|
|
80
|
+
map build removed particle nodes and ran no map scripts.*
|
|
81
|
+
- [ ] What must be baked versus procedural? (Baked = no CPU, cannot react;
|
|
82
|
+
procedural = can aim and track.) *The floating statue had to be baked; the
|
|
83
|
+
god hands had to aim procedurally.*
|
|
84
|
+
|
|
85
|
+
**Rules and process**
|
|
86
|
+
- [ ] Game rules that limit design (rewards, odds, trading, licences)? Which
|
|
87
|
+
files are off-limits to you?
|
|
88
|
+
- [ ] Deadlines and demos? *Before a demo: stop background work, commit only
|
|
89
|
+
verified lanes, keep fallbacks.*
|
|
90
|
+
- [ ] Commit, push and PR policy.
|
|
91
|
+
|
|
92
|
+
## The pipeline
|
|
93
|
+
|
|
94
|
+
### 1. Frames first
|
|
95
|
+
|
|
96
|
+
Generate several cheap options with `assets.generate_image` (see
|
|
97
|
+
`concept-art`): an aerial overview, eye level, one per hero element. Get a
|
|
98
|
+
pick. Save the picked frames in the repo next to the design doc and check
|
|
99
|
+
every lane's renders against them. When a lane stalls on taste, generate
|
|
100
|
+
three directions for that element and ask again; do not iterate blind.
|
|
101
|
+
|
|
102
|
+
### 2. Design doc
|
|
103
|
+
|
|
104
|
+
One markdown file per map: theme, layout and what is kept, floor, walls,
|
|
105
|
+
backdrop, props, materials rule, effects, dynamic events, performance
|
|
106
|
+
budget, open questions. Every user answer goes in. Lanes read it; you
|
|
107
|
+
update it when the user changes direction.
|
|
108
|
+
|
|
109
|
+
### 3. Blockout
|
|
110
|
+
|
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111
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+
Rough geometry for everything at final scale, with a visible "not final"
|
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112
|
+
material. Remaining blockout material is the to-do list. Keep a stand-in
|
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113
|
+
player capsule for scale in every render.
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114
|
+
|
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115
|
+
### 4. Lanes
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116
|
+
|
|
117
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+
Split by system, one owner each:
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118
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+
|
|
119
|
+
| Lane | Owns |
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|
+
|---|---|
|
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121
|
+
| Floor | ground materials, inlays, spawn floors |
|
|
122
|
+
| Walls / kit | modular kit, ring or room assembly, wall collision |
|
|
123
|
+
| Backdrop | sky, distant terrain, clouds, fog, kill height |
|
|
124
|
+
| Props | cover pieces, set dressing, shared material library |
|
|
125
|
+
| Cloth | banners and flags with sway |
|
|
126
|
+
| Lighting and effects | sun, fire, glows, corruption-style map states |
|
|
127
|
+
| Events | dynamic hazards, their visuals, spec for the server |
|
|
128
|
+
|
|
129
|
+
The map scene is shared: every lane edits it only through the live editor,
|
|
130
|
+
saves only its own changes, and reports what it touched. See "Running it
|
|
131
|
+
with parallel agents" below.
|
|
132
|
+
|
|
133
|
+
### 5. Materials rule
|
|
134
|
+
|
|
135
|
+
No flat, unshaded surface on any model. Every surface gets real PBR textures
|
|
136
|
+
or procedural detail. Specific rules that came from user feedback:
|
|
137
|
+
|
|
138
|
+
- Bake a cavity/edge mask per prop, and scale edge wear by part thickness:
|
|
139
|
+
thin bars and chain links read as clean grey plastic otherwise.
|
|
140
|
+
- Wood: plank UVs at real scale, grain along each board's long axis, darker
|
|
141
|
+
end grain, grime in the joints. Triplanar noise reads as cork.
|
|
142
|
+
- Forged iron near black, rough (0.6-0.8) so curved bands do not mirror the
|
|
143
|
+
sky; rust only in recesses.
|
|
144
|
+
- Brass: dark tarnish base, polish only on high points and real wear.
|
|
145
|
+
- One shared material library for the map; props reuse it.
|
|
146
|
+
|
|
147
|
+
### 6. Verify every lane with renders
|
|
148
|
+
|
|
149
|
+
After each change, render fixed angles: the user's own angle if they sent a
|
|
150
|
+
screenshot, eye level from the play space, a far view, from above. Open the
|
|
151
|
+
images for the user. Compare to the frames. A lane is done when its renders
|
|
152
|
+
pass, not when its script ran.
|
|
153
|
+
|
|
154
|
+
### 7. Keep gameplay in step
|
|
155
|
+
|
|
156
|
+
After any collider, spawn or zone change: recompile the server collision
|
|
157
|
+
artifact, update tests that hard-code positions, run the covering tests,
|
|
158
|
+
and only then commit. Moving a structure means re-running everything placed
|
|
159
|
+
relative to it (see the reference file).
|
|
160
|
+
|
|
161
|
+
### 8. Commit per verified lane
|
|
162
|
+
|
|
163
|
+
Commit each lane when its renders and tests pass. Stage only that lane's
|
|
164
|
+
files. Never commit files the editor rewrites on its own unless you meant to
|
|
165
|
+
change them.
|
|
166
|
+
|
|
167
|
+
## Hard-won technical rules
|
|
168
|
+
|
|
169
|
+
Short list; details and reasons in
|
|
170
|
+
[references/technical-rules.md](references/technical-rules.md).
|
|
171
|
+
|
|
172
|
+
1. Never run heavy or reloading scripts in the live editor (recoding
|
|
173
|
+
shaders, reloading scenes, instantiating or freeing what an open scene
|
|
174
|
+
uses). It hung and crashed the editor. Build headless; import named files.
|
|
175
|
+
2. Render previews from a separate short-lived engine process that loads
|
|
176
|
+
from disk; call `RenderingServer.force_draw()` before reading the image.
|
|
177
|
+
3. One heavy process at a time, at low priority. Stop everything for demos.
|
|
178
|
+
4. Online builds may strip particle nodes and map scripts. Make fire, sparks
|
|
179
|
+
and motes from shader-driven meshes; bake map animation into vertex
|
|
180
|
+
animation textures and set `custom_aabb`.
|
|
181
|
+
5. Edit an open scene only through the live editor; never text-edit it on
|
|
182
|
+
disk while it is open.
|
|
183
|
+
6. The editor rewrites some project files on its own. Commit surgically.
|
|
184
|
+
7. Keep a fallback scene when swapping in an experimental asset.
|
|
185
|
+
8. Generated 3D models need cleanup and a notices entry; third-party
|
|
186
|
+
textures need their source and licence recorded.
|
|
187
|
+
9. Modular kits: zero coplanar overlaps, sealed seams, no see-through holes.
|
|
188
|
+
10. Measure render cost early: triangles, draw calls, shadow casters, lights.
|
|
189
|
+
|
|
190
|
+
## Running it with parallel agents
|
|
191
|
+
|
|
192
|
+
- One lane per agent, with the files it owns written down. Shared files (the
|
|
193
|
+
map scene, a shared material library) have one owner per change.
|
|
194
|
+
- Agents report with renders and exact file lists; the coordinator opens the
|
|
195
|
+
renders, checks them against the frames, and commits per lane.
|
|
196
|
+
- Relay user feedback with concrete fixes ("thin parts read as grey plastic:
|
|
197
|
+
scale edge wear by thickness"), not the raw complaint alone.
|
|
198
|
+
- When an agent cannot do something (a permission check blocked it), ask the
|
|
199
|
+
user; do not route around it.
|
|
200
|
+
- Keep the machine cool: one heavy job at a time across all agents.
|
|
201
|
+
- Before a demo: tell every agent to stop, commit only verified work, and
|
|
202
|
+
keep experiments out of the map.
|
|
203
|
+
|
|
204
|
+
See `dispatching-parallel-agents` for the general pattern.
|
|
205
|
+
|
|
206
|
+
## Definition of polished
|
|
207
|
+
|
|
208
|
+
- [ ] Every surface has a real material; no blockout material left.
|
|
209
|
+
- [ ] No floating, clipping or interpenetrating parts at close range
|
|
210
|
+
(chains, cloth, props on floors, decals on walls).
|
|
211
|
+
- [ ] Renders from all fixed angles match the reference frames.
|
|
212
|
+
- [ ] Players stay readable under every effect and event.
|
|
213
|
+
- [ ] Spawns are centred, symmetric where the mode needs it, and face play.
|
|
214
|
+
- [ ] Collision matches the visuals (within a few cm); server collision
|
|
215
|
+
recompiled; tests pass.
|
|
216
|
+
- [ ] Fall zones kill, safe zones are safe, nothing catches falling players.
|
|
217
|
+
- [ ] Works with the online build's limits (no particles or scripts if
|
|
218
|
+
stripped).
|
|
219
|
+
- [ ] Render cost measured, biggest offenders known, low-end notes written.
|
|
220
|
+
- [ ] Third-party sources and generated assets recorded in the notices.
|
|
221
|
+
- [ ] Design doc matches what shipped.
|
|
222
|
+
|
|
223
|
+
## Common mistakes
|
|
224
|
+
|
|
225
|
+
- Building a hero effect before agreeing its look. Generate options first.
|
|
226
|
+
- Splitting or regenerating a kit piece and overwriting the repo copy before
|
|
227
|
+
the scene that uses it is updated: parts vanish in the live map.
|
|
228
|
+
- Fixing one banner when all banners share the cause. Check the whole set.
|
|
229
|
+
- Calling a lane done from a headless log. Open a render.
|
|
230
|
+
- Moving a room and forgetting the decals, banners, rock and spawns placed
|
|
231
|
+
around it.
|
|
232
|
+
|
|
233
|
+
## See also
|
|
234
|
+
|
|
235
|
+
- `concept-art`, `art-direction`, `design-level`, `scene-to-level`
|
|
236
|
+
- `environment-kit`, `fabricating-assets`, `prop-model`, `tileable-texture`
|
|
237
|
+
- `3d-lighting`, `vfx-fire`, `vfx-dissolve`, `procedural-animation`
|
|
238
|
+
- `headless-scripting`, `bounded-engine-runs`, `verifying-scenes`
|
|
239
|
+
- `tune-performance`, `dispatching-parallel-agents`
|