{
  "id": "8868d448-38d8-48f8-ac6a-50db8d0a1fb2",
  "title": "Weapon Design Spec",
  "tagline": "Specify the feel, role, numbers, feedback, and test plan.",
  "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": "# Design Intent\n\n## Combat role\n\nDescribe the situation where this weapon is the best choice and the tradeoff that prevents it from replacing every alternative.\n\n## Player fantasy\n\nState how it should feel in three words, then name the visual, audio, timing, and camera decisions that create that feeling.\n\n## Skill expression\n\nExplain what a new player can do immediately and what an expert can learn to improve.",
      "lastModified": "2026-07-14T00:00:00.000Z"
    },
    "mechanics": {
      "content": "# Controls and Behavior\n\n| Action | Input | Startup | Active | Recovery | Cancel rules |\n| --- | --- | ---: | ---: | ---: | --- |\n| Primary | Main attack | 0.18 s | 0.10 s | 0.35 s | Dodge after active |\n| Charged | Hold main attack | 0.45 s min | 0.12 s | 0.55 s | Release or dodge |\n| Alt | Secondary input | 0.25 s | State based | 0.40 s | No cancel |\n\nDocument buffering, held inputs, interruption, target selection, aim assist, movement, stamina, ammo, heat, and network authority.",
      "lastModified": "2026-07-14T00:00:00.000Z"
    },
    "technicalSpecs": {
      "content": "# Tuning Sheet\n\n| Variable | Baseline | Min | Max | Reason |\n| --- | ---: | ---: | ---: | --- |\n| Base damage | 32 | 24 | 40 | Hits target time-to-kill |\n| Range | 8 m | 6 m | 10 m | Defines close-range role |\n| Stagger | 18 | 10 | 25 | Interrupts light enemies |\n| Resource cost | 12 | 8 | 18 | Limits repeated use |\n\nKeep derived values such as damage per second separate from authored values. State the test assumptions behind every target.",
      "lastModified": "2026-07-14T00:00:00.000Z"
    },
    "artDirection": {
      "content": "# Feedback and Assets\n\n## Feedback stack\n\n- Anticipation pose before commitment\n- Contact animation on the target\n- Distinct impact sound by surface\n- Short hit stop within accessibility limits\n- Directional particles that preserve readability\n- Controller response with an intensity cap\n\nList the required model, textures, animations, VFX, audio events, icons, reticle states, and upgrade variants.",
      "lastModified": "2026-07-14T00:00:00.000Z"
    },
    "scope": {
      "content": "# Balance Matchups\n\nDefine expected performance against light, armored, airborne, shielded, grouped, and boss targets.\n\nFor every favorable matchup, name at least one weak matchup. Compare time-to-kill, resource efficiency, exposure time, accuracy demand, crowd control, and availability.",
      "lastModified": "2026-07-14T00:00:00.000Z"
    },
    "milestones": {
      "content": "# QA and Acceptance\n\n- Input works at low and high frame rates\n- Animations match damage windows\n- Cancel rules are consistent\n- Damage and feedback occur once per valid hit\n- Save and load preserve upgrades and ammo\n- Weapon behaves at maximum and minimum range\n- UI values match runtime values\n- Audio and VFX respect accessibility settings\n- Network play does not duplicate hits\n\nThe spec is complete when another developer can implement and test the weapon without guessing the intended behavior.",
      "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",
    "mechanics",
    "technicalSpecs",
    "artDirection",
    "scope",
    "milestones"
  ]
}
