engine

Creatures as Actors (Framework)

Purpose

(TODO)

Responsibilities

  • (TODO)

Data & interfaces

(TODO)

Dependencies

  • Inbound: (TODO)
  • Outbound: (TODO)

Debugging & tooling

(TODO)

Constraints

  • (TODO)

Sources

  • (TODO; keep aligned with frontmatter)
Missing / conflicting information:
  • Content sections are stubbed with TODOs; needs canonical text from project sources.
  • No chat decisions recorded; prioritize future chat resolutions over documents if conflicts arise.
  • Media not provided in drop-in; add references or uploads when available.

Media placeholder: pending upload.

Summary (placeholder)

Pending canonical content. Replace with a concise overview sourced from project documents or chat decisions.

Details to add

  • Fill in core sections with vetted information.
  • Add references to sources (docs, commits, chats) in Sources.
  • Include tables or graphics if available; otherwise keep the media placeholder.

Link opportunities

  • Cross-link to data contracts, runtime systems, and editor tooling.
  • Call out where universe concepts drive mechanics.
  • Propose new subcategories: Networking/Multiplayer, Rendering & Performance, Build/Deployment, Testing/QA, Telemetry/Observability, Modding/Plugins.
  • Link to FSM, stats/combat, input systems; propose lifecycle diagrams.

Open questions / conflicts

  • List conflicting notes here; resolve with chat decisions first, then documents.
  • Track pending media/table additions.

Media placeholder: pending upload.

Source excerpts

Combat remains grounded in weight and rhythm — every strike, block, or dodge matters. 
AI & Enemy Behavior 
Enemies are Actors governed by the FSM system. Their state logic follows group priorities, 
context flags, and frame events, ensuring dynamic interaction rather than scripted behavior. 
Enemies react to sound, light, environmental pressure, and player actions, allowing

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Implementation Strategy Document  
(v1.0) 
System Architecture, Development Framework, Production Plan 

Section 1 – Introduction

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Section 2 – Engine & Framework Overview 
Engine Selection 
Engine: Godot 4.2+​

Creatures vs Enemies

Creatures are Actors but distinct from Enemies: instinct-driven, simplified FSM, can be tamed/ridden/studied; corrupted creatures may temporarily behave like enemies but remain in Creature group. Enemies have intent/allegiance/corruption.

Open questions / conflicts

Open: hierarchy between time rifts and anomalies not locked; naming conventions (full vs given names) not fully locked. Time travel remains non-player-controlled; chat canon overrides docs.

Show page info
idcreatures_as_actors_framework
titleCreatures as Actors (Framework)
statusstub
domainengine
typeSpec
aliases
sourcesProject memory (Creature framework)
last_reviewed2025-12-24
generatedTrue