engine

Movement Controller

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 runtime/physics, actors; add controller 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

Densetsu combines action-driven exploration with philosophical narrative design. Every 
mechanic reinforces reflection, balance, and natural consequence rather than domination. 
Combat, movement, progression, even the world and its inhabitants reflect the player’s 
actions in the universe..

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Combat is not the goal but the means through which the world communicates its instability. 
Exploration Philosophy 
Movement and curiosity drive discovery. Levels are interconnected but contextually 
meaningful.​
 Environmental puzzles encourage using gadgets, elemental interaction, and observation

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actors to gadgets—is self-contained yet interoperable. All systems are written in native 
GDScript or C#, following principles of clarity, reusability, and data independence. 
Every core feature (movement, combat, FSM, gadgets, etc.) will have tailor-made code, 
generated or expanded upon from design blueprints. Both AI agents and human 
programmers can safely modify or extend modules based on project needs.

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
idmovement_controller
titleMovement Controller
statusstub
domainengine
typeSystem
aliases
sourcesGame Design Document.txt, Project memory (advanced 2D movement controllers)
last_reviewed2025-12-24
generatedTrue