276 lines
18 KiB
Markdown
276 lines
18 KiB
Markdown
# Transferable Structure Lessons
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## Use And Originality Boundary
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This document converts the authorized census into independently authored
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planning guidance for Aetherbound Guild. It transfers system roles, decision
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timing, information needs and production implications only. It does not
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transfer reference names, prose, formulas, prices, layouts, progression trees,
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visual composition, art, animation, music, sound effects or source code.
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Reference counts remain evidence about a captured build, not targets for this
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project. Aetherbound Guild's scope comes exclusively from the [frozen product
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specification][PRODUCT] and [current game contract][GAME], while factual support
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comes from the [runtime census][CENSUS].
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## Evidence-To-Lesson Trace
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| Census evidence | What it supports | What it does not authorize |
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|---|---|---|
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| C-02 through C-06 | Recruits, professions and persistent branches can create overlapping build axes | Copying labels, branch themes, node topology, unlock order or values |
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| C-08 and C-09 | Enemy readability benefits from role-level telegraphing before commitment | Copying enemy identities, silhouettes, attacks or encounter compositions |
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| C-10 through C-13 | Equipment and milestone rewards can change party behavior and contingency planning | Copying item or artifact identities, effects, rarity rules, prices or tooltip prose |
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| C-14 and C-15 | Party order is a meaningful preparation decision | Copying a formation layout, slot count or exact battlefield mapping |
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| C-16 through C-19 | Environment production and run progression need separate accounting | Treating asset families, victories, progress markers and waves as interchangeable units |
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| C-20 through C-23 | Collection, achievement and mode scope must be authored explicitly because the reference totals are unknown | Filling gaps with guesses from menu labels, scripts or assets |
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| A-01 through A-08 | Layered presentation has a large and multi-category production footprint | Treating files, frames, types or component instances as gameplay content |
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## Original Core-Loop Structure
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Aetherbound Guild should use the following independently authored loop:
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`contract forecast -> provisional Recruit selection or Market planning -> equip and order the Party line -> battle-offer commitment -> readable automatic battle -> causal result -> recovery or reward -> next Market or Guild progression`
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The transferable lesson is the separation of player questions, not the
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reference screen sequence:
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| Boundary | Player question | Required state change | Required handoff |
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|---|---|---|---|
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| Contract forecast | What pressure is approaching, and what can I prepare for? | Enemy families, boss rules, difficulty and reward breadth become actionable | Opens provisional Recruit selection or the stable Market without hiding constraints |
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| Recruit and Market plan | Which generated offers add the needed capability under current Coin, capacity and recovery pressure? | Selection or hire commits a generated Recruit with a fixed Profession, one Trait and visible tradeoffs | Equipment and Party-line previews expose consequences |
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| Equipment and Party line | What behavior, timing and order will each choice change? | Loadout and front-to-rear order create a testable battle plan | Battle-offer commitment summarizes known strengths, risks and failure exposure |
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| Battle-offer commitment | Which disclosed risk is worth accepting now? | One seeded offer and its resources are committed | Battle starts from a reviewable snapshot |
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| Battle | Is the prepared plan working, and why? | The deterministic simulation resolves without manual skill activation or in-battle reordering | Result view preserves the causal record |
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| Result | What succeeded, where did the first failure begin, and what changed? | Rewards, Fallen Recruits, returned equipment and discoveries are explained | Recovery and progression actions are offered in context |
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| Recovery or reward | How should the Company adapt rather than merely restore numbers? | The next plan gains a new option, constraint or tradeoff | Returns to the next Market or Guild with a meaningfully changed decision space |
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This loop preserves anticipation, observation and diagnosis while giving the
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original game its own Company-management framing, Market economy and fully
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automatic battle rules.
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## Decision Timing
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### Opening
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The first interactive state should ask the player to select two of four
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provisional generated Recruits before Run creation. Selection remains revisable
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until commit, and the comparison must expose Profession responsibility, Trait
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benefit and cost, rolled attributes, and Party-line implications. Onboarding
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may stage information, but it must not make the opening plan for the player.
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### Before Battle
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Market, equipment, Profession, Party-line and battle-offer choices should
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converge in a plan review. The review must show projected responsibilities,
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known threats and exact failure exposure without pretending to predict every
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simulation event. Reversible edits stay reversible until commitment;
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destructive or costly changes require explicit confirmation.
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### During Battle
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Automatic execution is valuable only when cause remains inspectable. Battle
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provides start, pause, speed, inspect and retreat controls, but no repeated
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manual skill activation and no in-battle equipment or Party-line editing.
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Playback and event inspection are diagnostic controls; presentation speed must
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not change the deterministic result.
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### After Battle
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The first post-battle view should identify the earliest meaningful collapse,
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the interaction that caused it and the downstream cost. Contribution totals
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are secondary to a causal timeline. Reward selection follows diagnosis so that
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the next choice responds to what the player just learned.
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### After Failure
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Recovery must create a new viable plan without erasing consequence. Fallen
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Recruits remain removed for the Run, their equipment returns, death creates
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Replacement Credit, and the next Market protects an affordable base-Profession
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offer under the current product rules. Recovery must remain an authored economy
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contract; platform-funded revival cannot be its balancing assumption.
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### Persistent Progression
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Persistent rewards should open breadth: information, Profession sidegrades,
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previews, challenges, catalog access and optional rule changes. They must not
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grant permanent universal damage, health, Coin income or starting-capacity
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advantages that replace Run decisions.
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## Content Grammar
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Every content row should declare its player-facing function before art production.
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The following schemas are original planning requirements, not reconstructions
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of reference data.
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| Content family | Required differentiators | Filler rejection test |
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| Generated Recruit | Generated identity seed, modular appearance, fixed Profession, equal-budget rolled attribute distribution, exactly one Trait, equipment, level, price and offer provenance, survival history and recovery consequence | Reject any rule that treats a name or appearance combination as another gameplay identity or requires authored personal or social content |
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| Base profession | Battlefield responsibility, resource verb, preferred position, readable cadence, failure mode and counterplay | Reject when it is only a stat package or element label |
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| Regular advanced or hidden hybrid Profession | A transformation of targeting, timing, position, resource flow or risk ownership with declared prerequisites | Reject when it is only a stronger version of an existing Profession |
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| Trait | One visible mechanical benefit and one cost that change offer, equipment or Party-line valuation | Reject when it is biography, flavor-only text or an unbounded extra rules bundle |
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| Equipment | Eligible users, changed verb, trigger, tradeoff, order consequence, comparison rule and visible feedback | Reject when only a scalar value, rarity or presentation variant changes |
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| Artifact | Run-wide contingency, Market or battle-offer valuation change, conflict with other plans and a visible trigger | Reject when it attaches as ordinary unit equipment or is merely a larger generic bonus |
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| Ordinary or elite enemy | Pre-commitment signal, threat rule, target pressure, counter, ally interaction, escalation state and result explanation | Reject when color or health is the only meaningful difference |
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| Boss | Contract-rule synthesis, phase and timeout logic, summon or displacement pressure, previewed counters and causal result needs | Reject when it is an ordinary enemy with only larger numbers |
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| Region | New composition or Market pressure, formation-order valuation, environmental rule, recovery question and two-Contract escalation | Reject when it is only a visual reskin with larger numbers |
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The matrices should distinguish an **identity** from its **presentation
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variants**. Rarity, level, portrait expression, equipment overlay, animation
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frame, VFX layer and localization string belong to production tables, not to
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the gameplay-identity count.
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## Information Hierarchy
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Information should be organized around the current decision rather than around
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the underlying data model.
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| Moment | Primary information | Secondary information | Deferred detail |
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| Contract forecast | Region pressure, enemy families, boss rule, difficulty and reward breadth | Guild unlocks and recovery exposure | Full historical statistics |
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| Provisional Recruit or Market offer | Profession responsibility, Trait benefit and cost, rolled attributes and Coin price | Party-line fit, equipment eligibility and offer provenance | Generated-name and appearance detail |
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| Equipment | Changed behavior, eligible target, replacement result and resource cost | Synergies and comparison detail | Collection lore |
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| Party line | Front-to-rear order, target exposure, protection, reach and movement implication | Reserve options and predicted first interactions | Cosmetic presentation |
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| Battle-offer commitment | Enemy order, risk tier, reward, retreat result and irreversible cost | Relevant counters and recovery reserve | Unrelated collection progress |
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| Battle | Current objective, dangerous cause, pause/speed/inspect/retreat state | Aggregate Company state | Long-form build explanation |
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| Result | First collapse, decisive interaction, Fallen Recruits, returned equipment and earned choices | Contribution detail and event log | Meta collection celebration |
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| Meta progression | New breadth, information and challenge rules | Long-term catalog and mastery prerequisites | Unrelated history detail |
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Tooltips must explain changed behavior in the same vocabulary used by battle
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and results. Empty, locked, unaffordable, incompatible, full-capacity and
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destructive states need authored reasons and next actions. Accessibility labels
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must carry meaning without relying on color, animation speed or audio alone.
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## Approved Original Scope
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These are direct product commitments, not observed or inferred reference
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totals. Their authority is the [frozen product specification][PRODUCT] and
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[current game contract][GAME]; stable identity namespaces are recorded in the
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[content matrix authority][CONTENT].
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| Original content family | Approved count | Evidence class and exactness | Planning consequence |
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| Generated Recruits | Dynamic; no preset identity total or cumulative-hire cap | Direct specification; structural | Each Recruit is a compositional Run participant. Generated name and modular appearance do not create additional gameplay identities. |
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| Base professions | 12 | Direct specification; exact | The base set must cover genuinely different responsibilities and resource verbs. |
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| Regular advanced Professions | 24 | Direct specification; exact | Each base Profession has exactly two regular descendants whose decision impact survives comparison. |
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| Hidden hybrid Professions | 6 | Direct specification; exact | Hybrid prerequisites and behavior must be discoverable and mechanically distinct; the full Profession catalog totals 42. |
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| Mechanical Traits | 36 | Direct specification; exact | Every Recruit has exactly one lightweight benefit-and-cost modifier. |
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| Equipment | 320 | Direct specification; exact | Production should use coherent families while keeping each behavior record traceable. |
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| Artifacts | 60 | Direct specification; exact | Each identity changes shared Run valuation and remains distinct from unit equipment. |
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| Ordinary and elite enemies | 100 | Direct specification; exact | Encounter design must compose rule interactions, not multiply visual variants. |
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| Bosses | 16 | Direct specification; exact | Each boss synthesizes its Contract and exposes its distinctive rules before commitment. |
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| Regions | 8 | Direct specification; exact | Each Region contains two ordered Contracts and two bosses and introduces a distinct pressure or valuation question. |
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The reference census neither proves nor justifies these targets. It demonstrates
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why gameplay rows and presentation assets need separate budgets. The frozen
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specification and current game contract remain the sole authorities for scope;
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the content matrix records their stable IDs and currently requires at least 160
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of the 320 equipment rows to change behavior rather than only a scalar.
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## Production-Scope Implications
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### Separate Ledgers
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Maintain linked but independent ledgers for:
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- gameplay identities and their rules;
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- screen and state coverage;
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- portraits, bodies, equipment layers and environment sets;
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- animation states, transitions and reusable motion families;
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- VFX events and readability roles;
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- SFX events, variations, cooldowns, polyphony and mix states;
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- music states and transitions;
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- localization strings and accessibility alternatives.
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One gameplay identity may need many presentation assets, and one presentation
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asset may support many identities. Neither ledger may derive its total from the
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other.
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### Reuse With Legibility
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Shared rigs, motion families, equipment layers and effect grammars are valid
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scope controls when silhouettes, timing and cause remain readable. Reuse must
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be planned from the original art direction. It cannot trace or imitate the
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reference actor construction or asset style.
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### Author Behavior Before Variants
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Approve an identity only after its trigger, tradeoff, counterplay, interaction
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and feedback are specified. Rarity and numerical tuning come later. This keeps
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variant production from disguising an incomplete content matrix.
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### Count States, Not Just Screens
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The gallery and prototype must cover success, failure, empty, locked,
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unaffordable, incompatible, full-capacity, confirmation, cancellation,
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recovery, postgame and accessibility states. A screen title alone does not
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prove the workflow is designed.
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### Budget Diagnostic Feedback
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Auto-battle production scope includes more than attacks. It needs pre-commit
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telegraphs, cast and impact readability, misses and mitigation, target changes,
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projectile collisions, displacement, summons, status changes, casualties,
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retreat, speed-safe feedback and result causality. Animation, VFX and audio
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budgets should map to these event roles before bulk asset creation.
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## Adopt, Adapt, Reject
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| Decision | Structural guidance | Originality guardrail |
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| Adopt | Make pre-battle choices visibly affect automated outcomes and make results diagnostic | Author new rules, vocabulary and presentation for every state |
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| Adopt | Use recovery to keep failure consequential but playable | Balance from the original economy, without platform-funded rescue assumptions |
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| Adopt | Let persistent progression expand the planning space | Open original breadth, information and challenge rules without permanent universal power |
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| Adapt | Combine related preparation questions where it reduces navigation | Use an original information architecture; do not reproduce the reference arrangement |
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| Adapt | Use Artifacts and fixed rewards as build pivots | Create original identities, triggers, conflicts and visual language |
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| Adapt | Use modular asset production to control scope | Define original silhouettes, rigs, layers and animation grammar |
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| Reject | File counts as evidence of gameplay breadth | Validate content matrices and asset inventories separately |
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| Reject | Speed settings, tutorials or UI states counted as content modes | Define mode boundaries by rules, progression and failure contract |
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| Reject | Scalar-only rows presented as distinct content | Enforce the filler rejection tests before review |
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| Reject | Copied names, prose, formulas, prices, layouts, topology or expressive assets | Keep all product-facing work independently authored and source-traceable |
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## Downstream Design Requirements
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The census should change downstream work in concrete ways:
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- **Systems specifications:** define the full loop handoffs, automatic-battle
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control boundary, failure recovery, persistence and save semantics.
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- **Content matrices:** assign stable original IDs and the differentiator fields
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above; maintain separate variant and asset references.
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- **Screen/state map:** show decision-specific hierarchy, reversible and
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irreversible transitions, all error/empty/locked states and diagnostic
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results.
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- **Art and animation plan:** budget by original actor family, equipment layer,
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event state and environment need, never by reference export counts.
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- **Audio plan:** budget event roles, variants and mix behavior, never one event
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per archived clip.
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- **Economy and build simulations:** test whether recovery preserves viable
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counterfactuals and whether persistent progression creates choices rather
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than only larger values.
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- **Interactive prototype:** verify that players can predict a plan, identify
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the first collapse and state the next adaptation without seeing hidden
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formulas.
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## Review Gate
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Before any lesson enters a product-facing artifact, reviewers should be able to
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answer yes to all of the following:
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- Is the lesson traceable to a census row or the frozen original contract?
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- Is it stated as a player decision or production requirement rather than a
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copied implementation?
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- Are reference lower bounds kept separate from original targets?
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- Are gameplay identities kept separate from assets, frames, layers and UI
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states?
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- Are names, prose, formulas, values, layouts, trees, art and audio independently
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authored?
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- Does the result add a distinct decision, counterfactual or information need rather
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than a cosmetic variant?
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Failure of any answer is an originality or completeness blocker during the
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design-only stage.
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[CENSUS]: REFERENCE_RUNTIME_CENSUS.md
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[PRODUCT]: ../../.agent-taskgraph/spec.md
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[GAME]: ../product/GAME_PRODUCT_CONTRACT.md
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[CONTENT]: ../content/CONTENT_INDEX.md
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