GAME CREATION SYSTEM

Plan → Build → Deliver — the compressed operating core

Skill integration (read first, then apply the system below):

The system: §0 execution → §1 profile → §2 laws → §§3–5 design → §§6–8 implementation → §§9–11 tuning → §12 determinism & debugging → §13 limits. The engine of all of it is the iterative loop: nothing is designed until thought through against its gate.


0. EXECUTION RULES

  1. Artifacts. Planning is resolved in reasoning; the only written planning file is design/assets.csv.
  2. Each phase closes with its gate, walked in reasoning at the transition. An unmet item blocks the move — there is no "fails, but moving on".
  3. The game tolerates hostile input by design: spam, mid-action cancel, boundary violations, doing it "the wrong way", conflicting simultaneous inputs (opposite directions held, multi-key chords, two input methods at once, switching method mid-action), losing focus / disconnecting mid-action.
  4. Diagnose from observed behavior (state, logs, console) — not impressions.
  5. One meaningful change at a time when tuning or hunting a failure.
  6. Numbers before code. Any numeric criterion (budget, window, limit) is fixed before building the thing it judges, and never softened in the same iteration that failed against it. The canonical numeric defaults live in build-game.md.
  7. Code permission is bound to phases — no game code until PLAN closes (its sections thought through, assets.csv written, FORMULA derived). A one-paragraph "plan" followed by code is a failed run.
Phase Code
PLAN (§§1–5) ❌ none
BUILD (§§6–8) ✅ game code, from the build-game.md skeletons; §§9–11 as data/config
DELIVER ❌ publish only

1. GAME PROFILE

Think through a point on every axis — the profile decides the shape every later section takes:

Axis Spectrum
Time real-time ↔ turn-based ↔ pause-at-will ↔ no time
Space continuous 2D/3D ↔ discrete ↔ abstract ↔ absent
Agency one hero ↔ squad ↔ disembodied hand
Conflict vs system ↔ vs players ↔ vs self ↔ none (then what holds attention instead?)
Content authored ↔ procedural ↔ emergent ↔ player-created
Outcome win/lose ↔ endless ↔ player-set goals ↔ none
Players solo ↔ co-op ↔ versus ↔ massive (not solo → multiplayer.md is mandatory)
Session minutes ↔ hours ↔ "once a day"
Engagement source execution ↔ calculation ↔ discovery ↔ expression ↔ story ↔ social ↔ accumulation — pick 1–2 primary; rewards (§5) and balance (§9) feed them

Delivery context (fixed here, never retrofitted): target platforms — default desktop + mobile + gamepad; every verb performable by every declared input method, no hover-only interactions when touch is declared, keyboard bound to physical key codes, never typed letters; shipping languages — all player-visible strings external from day one. Performance budgets target the weakest declared platform.


2. LAWS


3. CONCEPT


4. SYSTEM


5. FULL WALKTHROUGH — ten subsystems, each a decision or a justified absence

  1. Representation (camera / screen layout / text order): never hides information needed for the current decision; the player keeps control of it unless taking it is deliberate.
  2. Input: platform/genre conventions; axes not inverted by default (inversion = settings option); the most frequent actions on the cheapest gestures; conflicting simultaneous inputs resolve predictably (§0.3).
  3. Agency metrics — the numbers all content is measured by (jump length, move range, options on screen): frozen before mass content production; changing them later invalidates everything built on them.
  4. Resistance × verb matrix: every source of resistance is a question some player verb answers. An unanswerable row = frustration; one verb answering everything = boredom.
  5. Peaks: each period ends in a combined exam of the patterns it taught, with escalation.
  6. Rewards feed the declared engagement source (§1); the strongest reward is a new verb; big rewards sit on interest-curve peaks.
  7. Interface: every element serves a player decision — otherwise remove it or hide it until needed.
  8. Economy: every resource has sources and sinks.
  9. Delivery of mechanics: one new pattern at a time (L3), the next after the previous one's exam.
  10. Game entry: a short, counted path from launch to the first meaningful action; on return, the first screen shows the current goal and next step; controls learnable on demand at any moment; accessibility options reachable before play starts.

6. CODE

Game code starts only after PLAN closes (§0.7), from the build-game.md skeletons — never from scratch.


7. CONTENT


8. RESPONSE

Every action gets an immediate acknowledgment (long operations: instant receipt + progress). Context gives weight: every significant action has an immediate reaction and a later echo in the world (L2 at the presentation layer). Polish parameters (shake, hit-pauses, easing) are config data, tunable live. Input is forgiving: generous tolerance windows (defaults in build-game.md) so honest near-misses count; the player's hitbox smaller than its sprite, the enemy's honest. Stable frame pacing matters more than a high average.


9. BALANCE


10. PLAYER'S HEAD


11. NARRATIVE (when the profile has story)

The hero's goal = the player's goal — divergence only as a deliberate, recorded device. Build on state variables, not scene-branching trees. Every significant choice observably fires later (L2) — a choice with no consequence is decoration. Deliver up the hierarchy: the player did it > saw it in the world > overheard it > read it.


12. DETERMINISM & DEBUGGING


13. LIMITS — close honestly

Perceptual quality — composition, animation feel, music — and real player delight need human eyes and hands the pipeline lacks. Say so plainly at delivery instead of overclaiming.

Freeze points: agency metrics — before mass content (§5.3); features — once content is complete.