level-blockout · diff
git:20260912.0535c58 to git:20260912.52a2e7d
5 added, 25 removed. Audit A to A.
---
name: level-blockout
- description: >
- Greybox pacing before art. Use when the first room is already dressed,
- when teach and test share one painted set, or when world-map is asked to
- stand in for a corridor. Stacks on level-teach. Not a dungeon to copy.
+ description: Greybox rhythm before art. Not world-map. Not a copied dungeon.
---
# Level blockout
- Ask the column.
-
- | Column | What you block |
- |---|---|
- | beat-strip | show → safe-try → test as three grey rooms |
- | arena-ring | combat space with two exits and one cover idea |
- | corridor-gate | a door that needs a published verb |
- | vantage | player sees the next beat before they enter it |
-
- Scale with the actor capsule. Art comes after a stranger can walk the strip.
-
- ## Iron rules
-
- - One new verb per strip. Remix is a later strip (level-teach).
- - Cover and sightlines are collision hulls, not decals.
- - Do not dress a room that has no named beat.
- - Moving-platform and hazard-volume must work in greybox.
- - Jump height and door width live on loco / jump rows, not mesh names.
-
- ## Accept
+ Ask: beat-sheet | metric-kit | greybox-play.
+ Block in metrics from `platform-jump` and `locomotion`. One new verb per room (`level-teach`). Art comes after a stranger can walk the greybox (`gameplay-validation`).
+ Do not dress a room that has no teach/test beat.
- A top-down of the greybox can be labeled show / try / test. Final meshes do not change jump distances or cone-sight. A designer can play the strip with unlit cubes.
+ Accept: the greybox plays without textures. Jump heights match the kit, not the concept art.