9.1 KiB
FG-2 Production Vertical Slice Implementation Plan
Status:
ACTIVEActive step:FG2-STEP-1Activation baseline:6ee3765d71b9dcda88bb5bd37163253e7cfb5cd3Accepted gameplay source:d00c7ad4f960b4498cb4a4f0b88fa8603a1e462bGoal:docs/goals/FG2_PRODUCTION_VERTICAL_SLICE_GOAL.mdContract: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. |