{
  "id": "0a56ba8c-2c60-4e85-b1c8-a99636c24c37",
  "title": "Boss Encounter Spec",
  "tagline": "Design a readable encounter with a clear learning arc.",
  "author": "GDDKit",
  "genre": "Action",
  "platforms": [
    "PC",
    "Console"
  ],
  "logoPath": "",
  "createdAt": "2026-07-14T00:00:00.000Z",
  "updatedAt": "2026-07-14T00:00:00.000Z",
  "version": "1.0.0",
  "sections": {
    "overview": {
      "content": "# Encounter Brief\n\n## Fantasy\n\nWhat should the player believe they overcame? Describe the boss in one concrete sentence.\n\n## Learning objective\n\nName the skill this encounter tests. Do not introduce more than one critical rule per phase.\n\n## Success and failure\n\nDefine victory, defeat, reset behavior, checkpoints, rewards, and the expected number of attempts for the target audience.",
      "lastModified": "2026-07-14T00:00:00.000Z"
    },
    "world": {
      "content": "# Arena\n\n## Layout\n\nDocument dimensions, safe zones, hazards, line-of-sight breaks, traversal paths, entry, exit, and camera constraints.\n\n## Arena changes\n\n| Phase | Change | Warning | Player response |\n| --- | --- | --- | --- |\n| 1 | Baseline arena | Establish landmarks | Learn spacing |\n| 2 | Add one hazard | Audio and floor tell | Reposition |\n| 3 | Remove safe route | Persistent visual change | Commit to mastery |",
      "lastModified": "2026-07-14T00:00:00.000Z"
    },
    "mechanics": {
      "content": "# Attack Kit\n\n| Attack | Purpose | Tell | Active window | Recovery | Counter |\n| --- | --- | --- | ---: | ---: | --- |\n| Sweep | Punish close orbit | Shoulder turns and low tone | 0.6 s | 1.2 s | Dodge through |\n| Lunge | Close distance | Weapon draw and line marker | 0.4 s | 1.5 s | Sidestep |\n| Area denial | Change position | Ground pulse | 1.0 s | 0.8 s | Move to clear sector |\n\nEvery damaging action needs a readable tell, a consistent rule, and at least one reliable response.",
      "lastModified": "2026-07-14T00:00:00.000Z"
    },
    "coreLoop": {
      "content": "# Phase Flow\n\n```mermaid\nstateDiagram-v2\n    [*] --> Introduction\n    Introduction --> Pressure: 70% health\n    Pressure --> Mastery: 35% health\n    Mastery --> Victory: 0% health\n    Introduction --> Reset: player defeated\n    Pressure --> Reset: player defeated\n    Mastery --> Reset: player defeated\n```\n\nFor each transition, list the trigger, invulnerability rules, camera behavior, audio cue, saved state, and attacks that enter or leave the kit.",
      "lastModified": "2026-07-14T00:00:00.000Z"
    },
    "scope": {
      "content": "# Balance Targets\n\n- Target fight length: 4 to 6 minutes\n- Target first-clear attempts: 4 to 8\n- Maximum unavoidable damage: 0\n- Time from tell to impact: defined per attack\n- Healing opportunity: at least one safe recovery window per cycle\n\nRecord health, damage, stagger, cooldown, and phase thresholds in a tuning table owned by design.",
      "lastModified": "2026-07-14T00:00:00.000Z"
    },
    "milestones": {
      "content": "# Playtest Plan\n\n## Graybox test\n\nCan a player identify the rule and respond without finished art?\n\n## Readability test\n\nDo tells remain legible with final lighting, particles, camera shake, and audio?\n\n## Mastery test\n\nCan an experienced player win consistently through skill, not a favorable random sequence?\n\nCapture deaths by cause, damage taken per attack, phase duration, retries, and one sentence of player reasoning after each attempt.",
      "lastModified": "2026-07-14T00:00:00.000Z"
    }
  },
  "changelog": [
    {
      "version": "1.0.0",
      "date": "2026-07-14T00:00:00.000Z",
      "summary": "Template initialized",
      "entries": [
        "Replace the example text with decisions from your project."
      ]
    }
  ],
  "customSections": [],
  "sectionOrder": [
    "overview",
    "world",
    "mechanics",
    "coreLoop",
    "scope",
    "milestones"
  ]
}
