engine

FSM System Overview

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 actors, runtime; add state 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

of relying on probability or random chance, it uses a scientific and fact-based method to 
achieve a predictable result, reducing risk and increasing efficiency. This method maps out a 
clear implementation plan and uses equations and algorithms to define how a system will 
function under specific conditions.

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from the start.  

1: Overview 
Game Identity 
Title: Densetsu​

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Title: Densetsu​
Genre: Metroidvania / Narrative Action Adventure​
Core Engine: Densetsu Engine (Godot-based FSM & Actor System)​
Primary Themes: Balance, Memory, Time, Renewal.​
Tagline: “Swords, Sorcery and Shuriken”

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
idfsm_system_overview
titleFSM System Overview
statusstub
domainengine
typeSystem
aliases
sourcesDensetsu Design Document.txt, Project memory (State.gd base class)
last_reviewed2025-12-24
generatedTrue