Encounter table: location | enemy/composition | available tools | space shape
Rewards & secrets: visibility/attract hierarchy, optional challenge rewards,
Whitebox art pass checklist and the metrics to instrument (flow, deaths heat
Verbs list with frame data table: move | startup/active/recovery frames at
Hit model: hurtbox/hitbox pipeline, active frame shape, multiple-hit rules,
Enemy reactions: hit-stop duration by weight class, knockback vectors, stun
Defense: block/parry/dodge timing windows, risk/reward (stamina/chip), punish
Goals: power growth vs expressive choice split; what increases player skill
Structure: total nodes budget, branching topology, dead-node policy (every
Acquisition: XP/resource sources and rate curves, choice frequency target
Loot (if applicable): affix pools, tier weights, fixed vs random trade-offs,
Balance audit: identify mathematically dominant paths pre-build; method to
Dramatic spine for the scene: want/obstacle/turn for each participant and
Conversation as a state graph (not a tree): nodes (line IDs), conditions/
Actual draft: write the key path dialogue in established character voices
Edge cases: killing/incapacitating an NPC before scene, repeat visits,
Localization notes: line-length budget, string IDs, gender-neutral structure
Concept pillars: the single identity idea, the skill this boss EXAMINES
Phase/state spec: phases with health %, arena changes, move list per phase
Fairness: every attack readable via consistent multi-channel tells (animation