--- name: blazium-level-design description: > Lays out pacing, encounter beats, and tile or meter metrics for a Blazium space. Use when a level needs a beat map before paint. Cell paint stays on blazium-tilemap. Seeded layouts stay on blazium-procedural. --- # Blazium level design Pacing and metrics before paint. Baseline: **Blazium 0.8.x (Godot 4.8.x fork, branch `blazium_4.8`)**. This skill writes the beat map and the numbers a painter or generator uses. It does not replace `TileMapLayer` or GridMap. ## When to use - Use when blocking a level: intro, teach, twist, rest, finale. - Use when stating width in tiles, jump gaps, or encounter spacing. **When not to use:** painting cells → `blazium-tilemap`. TMX import → `blazium-tiled`. Seeded dungeons → `blazium-procedural`. Nav bake → `blazium-navigation`. ## Grok host Read this file only. Spawn `level-designer`. Child prompts must include the beat list and the metric unit (tiles or meters). Evidence is the beat note plus the scene or tile bounds that match it. ## Workflow 1. **Inspect.** Genre skill already loaded, player speed, jump distance. 2. **Choose.** One critical path. Side rooms are optional, not the spine. 3. **Implement.** Write beats and metrics. Hand paint to `blazium-tilemap` or `blazium-3d`. Keep the first teach beat free of extra mechanics. 4. **Verify.** Walk the path in play mode or Autowork a body across the first gap using the stated speed. Not a screenshot of an empty grid. 5. **Handoff.** Beat list, metric table, scene path. ## Patterns | Beat | Purpose | Metric | |------|---------|--------| | Intro | Safe movement | wider than two screens | | Teach | One new verb | gap ≤ tested jump distance | | Twist | Combine two verbs | one hazard family | | Rest | No new threats | pickup or view | | Finale | The taught set | no unseen mechanic | State distances in tiles (2D) or meters (3D). Do not invent a second grid. ## Output contract - Beat list (name, purpose) - Metric table (unit, gap, spacing) - Scene or layer the numbers apply to - Play-mode or Autowork check of the first gap, or `INCONCLUSIVE` ## Pitfalls - **Painted the map inside this skill** → `blazium-tilemap` or `blazium-3d`. - **Gap larger than the tested jump** → the teach beat is unfair. - **Finale introduces a new verb** → move it to a teach beat. - **Mixed tile and meter units** → pick one and label it. ## Resources - Pair with `blazium-tilemap`, `blazium-3d`, `blazium-2d-movement` ## Related skills - `blazium-tilemap` — paint - `blazium-tiled` — authored maps - `blazium-procedural` — seeded space - `blazium-3d` — GridMap / mesh space