# Studio game and world building

## Workspace hierarchy

- Create, list, inspect, update, deactivate, and delete platforms/contexts.
- Create nested projects; select active platform/project; carry platform/project context through Studio.
- Configure handles, visibility, Presence IDs, knowledge-base IDs, gathering IDs, instruction IDs, instructions, brand icon/color, and ownership.
- Assign assets individually or assign all currently unassigned assets to a platform.

## Game lifecycle

- List games by platform/user/IDs and filter by draft, published, or archived.
- Create a game with name, description, icon, image, platform, creator, and grid/tile configuration.
- Choose player avatar/sprite-sheet configuration.
- Open game editor/settings, update starting scene and configuration, archive/deactivate/delete, and publish.
- Preview/playtest a game and open the published player route.
- Build and retrieve a full game manifest.

## Game planning and generation

- Converse about a game plan and preserve the planning thread.
- Interpret goals, audience, mechanics, constraints, difficulty curve, themes, references, and clarification needs.
- Preview, confirm, or clear a plan.
- Generate the complete game or run focused generation for game, NPC, challenge, dialogue, quest, interactions, and scene.
- Map natural-language mechanics to supported mechanics and assets.
- Generate themes/design knowledge and validate asset coverage.
- Auto-balance challenge/route/score/progression configuration.
- Inspect pipeline state for one/all games and recover interrupted generation.

## Content entities

- Arcs: list and create narrative arcs.
- Cycles: list and create temporal/progression cycles.
- Objectives: list, view detail, create, edit/delete through API, assign elector, use objective templates.
- Scenes: list, create, detail, edit, delete, generate full scene, refine, converse, save generated output, set starting scene.
- NPCs/actors: list/search/filter, create, detail, edit, delete, generate personality/dialogue/behavior.
- Challenges: list/paginate, create, detail, edit, delete, generate and validate.
- Quests: list, create, detail, edit, delete, define objectives/rewards/conditions.
- Routes: list, create, detail, edit, delete, build route graph, validate reachability and resolve transitions.
- Offerings: list, create, detail, edit/delete through service; represent items/services/rewards offered in a context.
- Prompts, knowledge, assets, leaderboards, achievements, HEARTS/progress, analytics, and real-time operations are linked subsystems.

## Editing, validation, and recovery

- Submit natural-language edits to generated games.
- Analyze edit intent and impacted entities.
- Generate patches, guard unsafe/invalid edits, merge changes, and materialize revised entities/manifests.
- Undo, redo, clear, and inspect edit/pipeline state.
- Validate prompts, plans, mechanics, NPCs, challenges, dialogue, routes, references, state, gameplay loops, spatial constraints, engine schema, scene content/quality, softlock paths, and retrieval sufficiency.
- Auto-repair eligible validation failures and show unresolved blockers.
- Detect missing asset coverage and softlocks before publish.

## Publishing and preview

- Preview a document/site/game/scene without publishing.
- Configure game publish data and status.
- Validate the manifest and dependencies before publish.
- Publish, unpublish, archive, and retrieve public runtime routes/manifests.
- Show build/generation/publish progress, validation report, version, and rollback/republish options.

## New UI requirements

- Replace the fragmented entity pages with a clear platform → project → game → scene/entity hierarchy.
- Provide a persistent dependency and validation panel.
- Make AI-proposed changes reviewable as a diff before merge.
- Preserve version history, undo/redo scope, autosave, conflict, and pipeline-resume states.
- Show which settings live at platform, project, game, scene, NPC, challenge, route, or runtime level.
- Treat publish as a gated release workflow rather than a single button.

