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aetherbound-guild/docs/runtime/fg2/IMPLEMENTATION_PLAN.md
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FG-2 Production Vertical Slice Implementation Plan

Status: ACTIVE Active step: FG2-STEP-1 Activation baseline: 6ee3765d71b9dcda88bb5bd37163253e7cfb5cd3 Accepted gameplay source: d00c7ad4f960b4498cb4a4f0b88fa8603a1e462b Goal: docs/goals/FG2_PRODUCTION_VERTICAL_SLICE_GOAL.md Contract: docs/runtime/FG2_PRODUCTION_VERTICAL_SLICE_CONTRACT.md

Player-Visible Stopping Point

One canonical Windglass Market-1 route flows through line preparation, event-bound automatic battle, victory or permanent-loss recovery and saved Market 2 with production-direction pixel art, motion, VFX and audio. A fresh H5 at the end is Owner checkpoint 1.

Ordered Steps

Step Status Player outcome Commit boundary
FG2-STEP-0 Contract and audit COMPLETE The exact battle, focal order, pixel direction, media ceiling and evidence gate are frozen. Goal, contract, plan, roadmap, checkpoint and ledger.
FG2-STEP-1 Canonical adapter and graybox IN_PROGRESS One real P10.0 Market/battle path runs through a reusable campaign presentation boundary at the final logical canvas. Adapter/controller, graybox layers, event/input tests and recording probe.
FG2-STEP-2 Identity and environment production PENDING Aegis, Gnawer and Windglass layers have traceable production assets at play size. Asset requests, raw/processed outputs, manifests, validators and normal frames.
FG2-STEP-3 Motion, VFX and game feel PENDING Entry, contact, protection, damage, casualty, victory and recovery feel causal and readable. Event presenter, motion manifests, VFX, reduced variants, focused/runtime tests.
FG2-STEP-4 Audio identity and mix PENDING Commits, pressure, impacts, casualty, victory and recovery are audible without masking decisions. Original audio candidates, buses, event router, machine checks and mute lifecycle.
FG2-STEP-5 Slice candidate and H5 PENDING The Owner can remotely judge the final direction in one stable landscape build. Full regressions, layouts, recording, media audit, Web export and Gallery handoff.

Step Contracts

FG2-STEP-1 CANONICAL ADAPTER AND GRAYBOX

ID: FG2-STEP-1
PLAYER OUTCOME: The real Company and enemy meet in one continuous world scene;
  the player can see order, target, cause, result and recovery without app cards.
IN SCOPE: runtime/campaign state/event adapter; one P10.0 Market-1 fixture;
  production-slice controller; logical-grid layer roots; parsed touch/drag;
  graybox motion and fixed recording probe; focused P10.0 regressions.
OUT OF SCOPE: new gameplay, economy, Save changes, generated media, audio,
  later Markets/Regions, H5 and release.
OWNED FILES: new runtime/campaign modules/scenes; narrow main entry flag or
  handoff only; tests/fg2 and UIDs; durable closure after pushed source.
ACCEPTANCE CHECKS: source snapshot/event hashes stay exact; success and fixed
  failure/recovery results match P10.0; no duplicated authority; 844x390 uses
  the declared logical grid; world-first focal order; controls >=48px; parsed
  Touch/Drag only; fixed 15-30s graybox recording; strict diagnostics zero.
EVIDENCE LEVEL EXPECTED: automated_verified + runtime graybox evidence.
COMMIT BOUNDARY: focused source/test push, fixed-source evidence, docs closure.
LEGAL TERMINAL: FG-2 Step 1 canonical graybox complete.
NEXT STEP: FG2-STEP-2.

Step 1 may not edit any P10.0-P10.3 domain, economy, save, content or accepted test file. A narrow runtime/main.gd handoff may select the canonical campaign controller but may not translate gameplay state itself.

FG2-STEP-2 IDENTITY AND ENVIRONMENT PRODUCTION

ID: FG2-STEP-2
PLAYER OUTCOME: The route, allied role and enemy pressure read as authored game
  content at actual size before animation or effects explain them.
IN SCOPE: exact bounded asset inventory; low-grid environment layers; Aegis and
  Gnawer identity locks; required motion rows within the paid image ceiling;
  deterministic processing, palette/pivot QA, manifests and runtime import.
OUT OF SCOPE: bulk assets, other Professions/enemies/Regions, video, paid audio.
OWNED FILES: assets/fg2 source/processed/runtime paths, generation records,
  processing/verification tools and narrow media registry integration.
ACCEPTANCE CHECKS: low-grid origin, hard clusters, limited palette, no crop/
  fringe/debris, stable baseline and identity, manifest-driven frames, correct
  import/filtering, current normal-render source visible at play size.
EVIDENCE LEVEL EXPECTED: processed + imported + integrated + runtime_seen.
COMMIT BOUNDARY: asset/tool commit, fixed-source visual evidence, docs closure.
LEGAL TERMINAL: FG-2 Step 2 production identities complete.
NEXT STEP: FG2-STEP-3.

Image generation begins with a dry-run and a written request ledger. Maximum paid use for this Goal is four calls and USD 5 total. A fifth call is not an automatic retry; it requires a new Owner decision.

FG2-STEP-3 MOTION, VFX AND GAME FEEL

ID: FG2-STEP-3
PLAYER OUTCOME: The player can read anticipation, collision, protection,
  damage, loss and recovery from bodies and state change, not text or particles.
IN SCOPE: manifest-driven actor states; event presentation adapter; actor-local
  VFX/values; hit pause; restrained shake; state cleanup; accessibility modes.
OUT OF SCOPE: simulation timing/results, new assets outside the fixed inventory,
  audio, H5, device or release.
OWNED FILES: campaign presenter/VFX modules, bounded shaders/materials, tests.
ACCEPTANCE CHECKS: exact event-to-motion mapping; no false success; all effects
  return to rest; input remains active; overlaps capped; reduced motion/flashes
  and low power preserve facts; busy-state recording stays readable.
EVIDENCE LEVEL EXPECTED: runtime_verified + agent_visual_reviewed for motion.
COMMIT BOUNDARY: focused source/test push, fixed runtime evidence, docs closure.
LEGAL TERMINAL: FG-2 Step 3 motion and game feel complete.
NEXT STEP: FG2-STEP-4.

FG2-STEP-4 AUDIO IDENTITY AND MIX

ID: FG2-STEP-4
PLAYER OUTCOME: The player hears commit, pressure, protection, loss, result and
  recovery while routine automatic impacts remain secondary.
IN SCOPE: original local music/ambience/SFX candidates; bus routing; event IDs;
  pooling/rate limits/ducking; mute and lifecycle; machine audio checks.
OUT OF SCOPE: paid ElevenLabs, voice, generative video, complete soundtrack,
  gameplay timing, device listening or release.
OWNED FILES: bounded audio sources/processed runtime files, generation tool,
  audio manifest/router/bus layout, tests and evidence.
ACCEPTANCE CHECKS: declared codecs/durations/peaks/silence/seams; exact event
  binding; duplicate suppression; priority/ducking; mute and low-power preserve
  simulation; no clipped or missing required cue in runtime recording.
EVIDENCE LEVEL EXPECTED: integrated + runtime_seen + machine_audio_checked.
COMMIT BOUNDARY: audio/tool/source push, fixed runtime/machine evidence, docs.
LEGAL TERMINAL: FG-2 Step 4 audio candidate complete.
NEXT STEP: FG2-STEP-5.

FG2-STEP-5 SLICE CANDIDATE AND H5

ID: FG2-STEP-5
PLAYER OUTCOME: The Owner can open one stable remote build and judge the final
  visual, motion, audio and game-feel direction without developer coaching.
IN SCOPE: full regressions; five relevant behavior fixtures; Save/layout/input/
  accessibility matrices; 15-30s final recording; media provenance audit;
  runtime-only Web export, cache configuration and Gallery deployment.
OUT OF SCOPE: native packaging, devices, signing, stores, publishing, bulk art.
OWNED FILES: candidate tests/evidence, Web export metadata, H5 delivery docs.
ACCEPTANCE CHECKS: immutable clean source; all declared markers; strict logs;
  target-size frames; parsed touch/drag; audio machine checks; source-bound H5;
  clean/upstream and owned process cleanup.
EVIDENCE LEVEL EXPECTED: runtime_verified + agent_visual_reviewed +
  machine_audio_checked; human gates remain open for checkpoint.
COMMIT BOUNDARY: candidate source/evidence closure and H5 handoff push.
LEGAL TERMINAL: Aetherbound Guild FG-2 production vertical slice ready for
  Owner checkpoint.
NEXT STEP: wait for Owner checkpoint 1 judgment before bulk Region production.

Issue Register

ID Status Boundary
FG2-I01 RESOLVED_CONTRACT Latest workspace rules require true low-grid pixel art; older non-pixel runtime assets remain references/temporary only.
FG2-I02 OPEN_STEP_1 Milestone-specific P10 controllers need one reusable presentation adapter without duplicating domain authority.
FG2-I03 OPEN_STEP_2 The two identity anchors and required action rows must fit the four-call/USD-5 image ceiling or stop for an Owner decision.
FG2-I04 OPEN_STEP_4 Paid SFX/music is unauthorized; local original candidates must meet the machine/runtime gate without a quality overclaim.
FG2-I05 OPEN_OWNER Human visual, motion, audio, comprehension and fun judgment occurs only at the final FG-2 H5 checkpoint.