gameplay-capture · diff
git:20260912.89d5894 to git:20260913.a964369
22 added, 24 removed. Audit A to A.
---
name: gameplay-capture
- description: Honest gameplay recording. Label real challenge vs debug vs feature demo. Use before publishing a clear or a trailer.
+ description: Use when gameplay video, screenshots, store/trailer footage, QA evidence, or completion claims need capture provenance that distinguishes natural play, assisted/debug setup, and edited presentation.
---
# Gameplay capture
- ## Trigger
+ Capture is evidence/presentation plumbing; it does not decide whether gameplay is correct.
- You need a clip of a move, an enemy answer, a full route, or a store trailer.
+ ## Capture record
- ## Inputs / columns
+ Assign a stable **capture ID** and record:
- Ask: real-challenge | feature-demo | debug-stage.
- Need: build id, difficulty, loadout, whether debug is on, device, input method.
+ ```text
+ capture ID
+ build ID + commit/version
+ target/device/input
+ claim type: natural-play | assisted/QA | feature-demo | presentation-only
+ configuration/difficulty/loadout
+ QA/debug session ID when applicable
+ source take references
+ edit manifest: cuts, retimes, overlays, compositing, audio replacement
+ export artifact + format
+ ```
## Flow
- 1. Name the column on the slate. A debug teleport is never a real-challenge.
- 2. Shot list: the verb, the enemy answer, the actual result.
- 3. Preflight: picture, sound, resolution, save folder, browser session stable.
- 4. Pause the game and pause the recorder as two buttons. Land takes in parts.
- 5. Wait out loads and fades. Keep the source take. A cut or speed-up is labeled on the edit.
-
- ## Constraints
-
- Altered unlock flags → label **challenge clip with altered unlocks**, not a natural ending.
- Automation failures (lock flip, navmesh, lost session) are capture-setup, not difficulty proof (`gameplay-validation`).
-
- ## Output
+ 1. State the claim the capture is allowed to support before recording.
+ 2. Use `debug-slate`/`save-integrity` provenance for modified state instead of inferring legitimacy from the picture.
+ 3. Preflight picture/audio/resolution/storage and capture-device capability.
+ 4. Preserve source take references. Recorder control may be integrated or separate; do not hardcode one button/control topology.
+ 5. Record every material edit. An edited promotional sequence is valid presentation evidence but is not silently reused as an unedited gameplay-clear claim.
- Playable file + slate + note of cuts.
+ Automation, navigation, session or recorder failures are capture/setup failures unless a different owner proves a gameplay defect.
## Accept
- The file plays, has sound, and the timeline matches the slate. An ending or difficulty claim has a frame that shows it.
-
- ## Cases
-
- `docs/cases/playtest-lessons.md`
+ A reviewer can trace the exported artifact back to capture ID, exact build, source take(s), state provenance and edits, and can tell which claims the artifact does and does not support.