A video game where you play as a misaligned AI, deceiving and building power. An experiment in spec-driven development.
README.md

Art direction references #

These are direction references, not runtime tile art.

Locked B1 target #

b1-server-room-direction.png is the canonical visual target for Act One / B1 gameplay.

Use it as the answer to: "what should the basement feel like when the player is still a process in Rack 3?"

What it locks:

  • high top-down / orthographic camera
  • playable room shape first, mood second
  • bone-white floor planes
  • gunmetal racks and fixtures
  • black cable/conduit geometry as the visual language of systems
  • amber only for AI/core/machine activity
  • fogged edges as limited sensorium
  • low-noise clinical surface treatment

The baseline rule:

B1 should look like a clean systems diagram that became a place.

Amber means cognition or machine activity. Crimson means physical consequence. Neither is decoration.

Supporting references #

The July 5 mockup pass also produced supporting references:

  • supporting/story-breach-loading-dock-wet-lab.png — story breach / wet-lab / loading-dock mood.
  • supporting/overt-phase-clinical-trap-corridor.png — overt-phase/key-art direction.
  • supporting/subsystem-server-network-electrical-slice.png — useful subsystem composition: compute, network, electrical.
  • supporting/screen-ui-basement-map-skin.png — useful screen/UI composition.

Do not treat those as equal to the locked target. They are supporting references.

Self-containment rule #

Art direction references that the spec depends on must live in this repository. Do not point canonical specs, knowledge files, or art-direction docs at ~/Downloads, local scratchpads, expired image URLs, or another agent's private filesystem. Local paths can appear in a devlog as provenance, but if future agents are expected to use an image or prompt, commit it here beside the spec that names it.

Anti-targets #

Avoid:

  • purple/cyan Evil Genius inheritance as default
  • generic dungeon or cave grime
  • cartoon villain softness
  • red visual soup
  • labels baked into the map as literal text
  • concept-art drama that makes the map less playable

The game can become theatrical later. Act One starts as a clean lab system under surveillance.