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| 1 | +# PLAN_PR_ASTEROIDS_PLATFORM_DEMO |
| 2 | + |
| 3 | +## Goal |
| 4 | +Define a flagship demo game that proves the full platform end-to-end by building an Asteroids-style game |
| 5 | +using the accepted ecosystem baseline without bypassing platform contracts. |
| 6 | + |
| 7 | +## Why This Demo Exists |
| 8 | +The platform is now complete enough to support a real product-style demonstration. This PR defines a |
| 9 | +single, focused game that exercises authoring, validation, remediation, packaging, runtime, streaming, |
| 10 | +profiling, publishing, and ecosystem features in one coherent experience. |
| 11 | + |
| 12 | +## Demo Intent |
| 13 | +This is a flagship demo, not a throwaway sample. |
| 14 | +It should feel like a real game slice while staying small enough to build and validate surgically. |
| 15 | + |
| 16 | +## Core Demo Pillars |
| 17 | +- classic Asteroids-inspired gameplay |
| 18 | +- registry-owned assets |
| 19 | +- validated content pipeline |
| 20 | +- strict packaging and runtime loading |
| 21 | +- optional debug/profiler views |
| 22 | +- publishable output |
| 23 | +- reusable template value for future games |
| 24 | + |
| 25 | +## Scope |
| 26 | +- player ship, thrust, rotation, shooting |
| 27 | +- asteroid spawning, splitting, and destruction |
| 28 | +- score and lives |
| 29 | +- wave progression |
| 30 | +- title/start/game-over loop |
| 31 | +- asset registration for sprites, palettes, tiles where applicable |
| 32 | +- packaging/runtime compatibility |
| 33 | +- validation scenarios and baseline demo reports |
| 34 | +- debug/profiler hooks where already supported by platform baseline |
| 35 | + |
| 36 | +## Non-Goals |
| 37 | +- No engine core API changes |
| 38 | +- No uncontrolled gameplay framework redesign |
| 39 | +- No multiplayer requirement |
| 40 | +- No marketplace dependency for first playable slice |
| 41 | +- No bypass of validation, packaging, runtime, or CI boundaries |
| 42 | + |
| 43 | +## Platform Mapping |
| 44 | +### Authoring |
| 45 | +- Sprite Editor provides ship, asteroid, bullet, UI, and effects assets |
| 46 | +- Tile/Parallax tooling may provide background or UI framing where useful |
| 47 | +- AI authoring may be used only through approved, auditable assistant paths |
| 48 | + |
| 49 | +### Core Pipeline |
| 50 | +- registry owns assets |
| 51 | +- dependency graph tracks relationships |
| 52 | +- validation enforces correctness |
| 53 | +- remediation resolves issues |
| 54 | +- packaging produces deterministic output |
| 55 | +- runtime loader consumes packaged demo output |
| 56 | + |
| 57 | +### Expansion Systems |
| 58 | +- profiler can measure runtime hotspots |
| 59 | +- debug visualization can expose dependencies and runtime state |
| 60 | +- hot reload can accelerate gameplay tuning where already supported |
| 61 | +- publishing pipeline can produce playable demo distribution artifact |
| 62 | + |
| 63 | +## Likely Content Model |
| 64 | +- ship sprite set |
| 65 | +- asteroid sprite variants |
| 66 | +- bullet sprite/effect assets |
| 67 | +- title/game-over UI assets |
| 68 | +- gameplay config/state documents |
| 69 | +- packaged runtime bootstrap entry for demo |
| 70 | + |
| 71 | +## Acceptance Criteria |
| 72 | +1. Demo can be authored entirely within accepted platform boundaries. |
| 73 | +2. Demo validates successfully under enforced validation rules. |
| 74 | +3. Demo packages successfully with deterministic outputs. |
| 75 | +4. Demo runtime reaches ready state and plays end-to-end. |
| 76 | +5. Core gameplay loop is complete enough for a public-facing demo. |
| 77 | +6. Debug/profiler surfaces can observe demo state where applicable. |
| 78 | +7. No engine core APIs are changed. |
| 79 | + |
| 80 | +## Manual Validation Checklist |
| 81 | +1. Title screen loads. |
| 82 | +2. Start flow enters gameplay. |
| 83 | +3. Ship rotates, thrusts, and fires. |
| 84 | +4. Asteroids spawn and split correctly. |
| 85 | +5. Score and lives update correctly. |
| 86 | +6. Game-over flow returns to title or restart path. |
| 87 | +7. Demo validates, packages, and runs through strict platform flow. |
| 88 | +8. Reports remain readable and stable. |
| 89 | +9. No engine core APIs are changed. |
| 90 | + |
| 91 | +## Next Command |
| 92 | +BUILD_PR_ASTEROIDS_PLATFORM_DEMO |
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