Instruction file imported from darkprotagonistgames/THPerfection3D (
.cursor/rules/design-dock.mdc). Copyright stays with the author.
Design Dock
Before designing or implementing gameplay loops, rounds, omens, events, world generation, spawning, UI colors, or faction art, read the Design Dock:
Assets/DesignDock/
| Doc | Use |
|---|---|
| GameDesign.md | Round-based top-down bullet hell, roguelike rounds, omens, events, persistent active map, ECS rationale |
| EcsCatalog.md | Custom ECS components and systems currently in Assets/ |
| LevelGenPlan.md | Procedural building; BuildingRunDirector; per-room evaluator SOs; ECS after spawn |
| FactionPaletteRules.md | Faction and blood color rules |
| README.md | Palette files, hex table, MagicaVoxel paths |
| palette-reference.json | Machine-readable colors |
Non-negotiables (from GameDesign)
- Gameplay sections: top-down bullet hell; everything on the map stays active (ECS-friendly simulation).
- Rounds structure both story and roguelike run pacing.
- Each round: 3 omens → discard 1 → kept pair biases events → roll/apply events (spawns, new locations, etc.).
- Do not remove the world between rounds; existing entities keep affecting the run.
- Run world = several interacting generators/layers (baseline + omens + events + leftover state), not one-shot reset.
Do not introduce off-palette colors or round-end map wipes unless the user explicitly requests an exception documented in Design Dock.