GDD v1 (flow-locked hybrid movement, 5 biomes + secret, boss roster), TECH contracts (world API, level schema v0, bus events, manifest law), ART_BIBLE (synthetic scanner look), PIPELINE (MODELBEAST-first, fal gated), PROCESS (PROCITY lane/round law), charters A-F + ROUND1 instructions. Seed code: shell + boot + core (rng/bus/flags) + stub world (peristalsis shader tube, 1 draw / 102k tris, contract-complete) + qa.sh (GREEN). Verified in-browser; evidence docs/shots/laneF/round0_stub_tube.png. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
96 lines
5.4 KiB
Markdown
96 lines
5.4 KiB
Markdown
# GUTS — Game Design Document (v1, round 1)
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Owner: Lane C (with F sign-off). This v1 settles the open questions from the original
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concept discussion; C refines numbers/encounters in-lane, but the **decisions** below are
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integrator-settled for v1.
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## Fantasy & tone
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You are ENDO-1, a one-pilot micro-probe injected to clear a patient's digestive tract of a
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hostile infestation, mouth to exit. Tone: playful-gross medical sci-fi — *Fantastic Voyage*
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wonder, *Star Fox* arcade flow, a wink of *Osmos*-y biology-nerd humor. The body is not the
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enemy; it's the weather. Enemies are the infestation + an immune system that can't tell
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you're friendly.
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## DECISION — movement model: "flow-locked" hybrid
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Neither pure rail nor pure 6DOF — **the anatomy picks the mode**:
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- **Tube mode** (esophagus, intestines): peristalsis is a forward current you cannot fully
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fight. Base flow speed comes from the biome (`world.biomeAt(s).flow`); throttle gives
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±40%, boost gives short +120% bursts. Full analog movement in the cross-section disc
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(mouse/stick aims, ship banks). You steer *within* the tube; the tube carries you. This is
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the Star Fox layer: readable, forward, fast.
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- **Arena mode** (oral cavity, stomach, boss lairs): the same controller unlocked to free
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6DOF, Descent-style, no gravity. Slower, spatial, exploratory. This is where fights and
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secrets breathe.
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- Transitions are diegetic: sphincters are literal gates between modes.
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Rationale: pure rail wastes the stomach; pure 6DOF makes the esophagus a boring corridor.
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The hybrid also keeps collision cheap in the 90% case (tube = radius test).
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## DECISION — structure: 5 levels + gates + 1 secret
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Each level ends at a real anatomical valve, staged as a gate ritual or boss:
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| # | level | mode | signature mechanic | exit gate |
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|---|---|---|---|---|
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| 1 | **Oral Cavity** | arena (tutorial) | dodging molar crush-cycles, saliva tides | **Epiglottis** — timing gate: dive on the swallow |
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| 2 | **Esophagus** | tube (speed run) | ride peristalsis rings for boost; **reflux surge** chase finale | **Cardiac sphincter** — outrun the acid wall through it |
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| 3 | **Stomach** | arena (the acid sea) | pH as environmental damage; mucus shallows are safe lanes; churn cyclones | **BOSS: Pyloric Guardian** — the sphincter itself |
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| 4 | **Small Intestine** | tube (the long maze) | villi forest occludes sightlines; bile slicks; immune hunters | **MINIBOSS: Tapeworm chase** → ileocecal valve |
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| 5 | **Large Intestine** | tube→arena (gas swamps) | flammable gas pockets: shooting inside one detonates it (hurts everyone — risk/reward); darkness + your scanner light | **BOSS: The Blockage** — then triumphant ejection finale |
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| S | **Appendix** (secret) | arena | hidden lair off the cecum, bonus loot + lore | — |
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Target: 6–10 min/level first playthrough, ~45 min campaign, built to replay for medals.
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## Player systems
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- **Hull** (HP, pickups only) + **Mucus coat** (regenerating shield; drained continuously by
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ambient pH/enzymes — biome-dependent — and by hits). The coat is the pH mechanic: in the
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stomach open acid, coat drain is brutal; hugging mucus shallows pauses it.
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- **Weapons:** primary **lysozyme cannon** (fast pellet stream, infinite, heat-limited);
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secondary **antacid torpedo** (limited ammo, AoE, *also neutralizes an acid zone for ~10 s*
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— the dual-use is the interesting bit).
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- **Boost** with a short i-frame window at spend; recharges from nutrient orbs.
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- **Pickups:** nutrient orbs (score+boost), mucin globs (coat refill), B12 cell (hull),
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antacid ammo, **biopsy samples** (3 hidden per level — the collectible).
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## Enemies (v1 roster — B implements behaviors, D makes them pretty later)
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All emissive-coded (ART_BIBLE): hostile = hot amber/red, projectiles = white-hot,
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neutral flora = cyan (turns hostile if shot).
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| enemy | biome | behavior archetype |
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|---|---|---|
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| amylase droplet | mouth | slow floater, corrosive contact aura |
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| bolus chunk | esophagus | tumbling debris in the flow (crush) |
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| pepsin swarm | stomach | small fast seekers, dissolve on kill |
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| churn cyclone | stomach | environmental vortex, flings you |
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| macrophage | small int. | big slow hunter; grab → mash to escape; eats other corpses to grow |
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| antibody turret (Peyer's patch) | small int. | wall-mounted, fires homing Y-shaped darts |
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| gut flora colony | large int. | neutral biofilm; shot ⇒ angry E. coli swarm |
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| gas vent | large int. | hazard: thrust-shove + flammable cloud |
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Bosses: **Pyloric Guardian** (armored sphincter; destroy mucosal nodes during open-cycles
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while dodging acid spouts, arena slowly churns), **Tapeworm** (tube chase; shoot segment
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weak-points as it coils around the canal ahead/behind), **The Blockage** (compacted-mass
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fortress with embedded turrets and gas pockets; peel it layer by layer, finale = the canal
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itself expels you both).
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## Scoring & replay
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Star-Fox-style medals per level: score (kills × style multiplier, chained kills), par time,
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biopsy samples, damageless-gate bonus. Combo meter feeds the music layer (E). Endless
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"colonoscopy run" mode is V2 (see V2_IDEAS.md).
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## Difficulty & assists
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Three difficulties scale coat-drain, enemy density, boss timing windows. Assist toggles
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(flow auto-center, aim magnetism) — arcade games live or die on feel accessibility.
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## Open for C to design in-lane (not settled)
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Exact level lengths/pacing curves, encounter tables per segment, par times, pickup economy,
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boss phase timings, secret placement, tutorialization beats of level 1.
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