module
Lapis::Docs::GDD::K_PROJECT_CELESTINE_GDD
Overview
Project Celestine: Canonical Game Design Document
Master GDD detailing the narrative, GoldSrc-style kinematics, 4-pip stamina economy, the Celestine War Hammer mechanics, TrenchBroom/FuncGodot entity schemas, and Two-Tier DSL architecture.
Executive Summary & Key Topics
| Topic | Method / Anchor | Description |
|---|---|---|
| High Concept & Narrative Pillars | .topic_00_high_concept |
The myth of Menoitios and the upward odyssey through the nine shattered layers of Tartarus. |
| GoldSrc Air Acceleration & Momentum Physics | .topic_01_kinematics_and_movement |
Deterministic vector math driving strafe-jumping, ramp surfing, and fall damage mitigation. |
| Hammer Actions & The 4-Pip Stamina Economy | .topic_02_hammer_and_stamina |
Balanced resource allocation across dashes, uppercuts, ground slams, and chain tethers. |
| Two-Tier Crystal Architecture | .topic_03_two_tier_dsl_codex |
Separation of pure high-throughput math structs from declarative node macros. |
Related Guides & Source References
- Canonical GDD Document:
docs/gdd/PROJECT_CELESTINE_GDD.md - Core Kinematics Engine:
src/celestine/core/kinematics.cr - Stamina Resource Manager:
src/celestine/core/stamina_pool.cr - Declarative DSL Builders:
src/celestine/dsl/builder.cr - Verification Specifications:
spec/celestine_spec.cr
Defined in:
libgodot/docs/gdd/k_project_celestine_gdd.crClass Method Summary
-
.topic_00_high_concept : Nil
High Concept & Narrative Pillars: The myth of Menoitios and the upward odyssey through the nine shattered layers of Tartarus.
-
.topic_01_kinematics_and_movement : Nil
GoldSrc Air Acceleration & Momentum Physics: Deterministic vector math driving strafe-jumping, ramp surfing, and fall damage mitigation.
-
.topic_02_hammer_and_stamina : Nil
Hammer Actions & The 4-Pip Stamina Economy: Balanced resource allocation across dashes, uppercuts, ground slams, and chain tethers.
-
.topic_03_two_tier_dsl_codex : Nil
Two-Tier Crystal Architecture: Separation of pure high-throughput math structs from declarative node macros.
Class Method Detail
High Concept & Narrative Pillars: The myth of Menoitios and the upward odyssey through the nine shattered layers of Tartarus.
Key Topics & Information
- Protagonist: Menoitios, breaker of the Gates of Tartarus, cast into the 9th layer for 1,000 days.
- World state: Gods slain by liberated wraiths, leaving Tartarus as an autonomous mechanical ruin.
- Structure: 9 vertical biomes ascending from Layer 9 (Treachery) to Layer 1 (Limbo).
- Core Tool: The Celestine War Hammer with adamantine tether chain.
GoldSrc Air Acceleration & Momentum Physics: Deterministic vector math driving strafe-jumping, ramp surfing, and fall damage mitigation.
Kinematic motion calculations in Celestine execute at 60Hz and adhere to the Quake/GoldSrc vector projection:
# Air acceleration step (Core Engine Tier)
current_speed = velocity.dot(wish_dir)
add_speed = (AIR_CAP - current_speed).clamp(0.0_f32, AIR_ACCEL * wish_speed * dt)
velocity += wish_dir * add_speed
Hammer Actions & The 4-Pip Stamina Economy: Balanced resource allocation across dashes, uppercuts, ground slams, and chain tethers.
Key Topics & Information
- Left-Click Ground: Standard Swing (45 dmg, projectile parry)
- Left-Click Airborne: Red Dash (1 pip, 22 m/s) or Blue Hyper Dash (2 pips, 34 m/s)
- Right-Click Ground: Seismic Bonk (25 dmg, AoE stun wave, 4 m/s upward bounce)
- Right-Click Airborne: Downward Hammer Throw (25-55 degree pitch, chain slingshot reel-in)
- Ground Contact: 100% immediate stamina refill across all 4 pips
Two-Tier Crystal Architecture: Separation of pure high-throughput math structs from declarative node macros.
require "celestine"
# Tier 1: Pure Core Engine struct (zero GC allocations)
pool = Celestine::Core::StaminaPool.new
pool.consume(2) # Consumes 2 pips for blue dash
# Tier 2: Declarative DSL Builder
character = Celestine.character do |c|
c.name = "Menoitios"
c.base_walk_speed = 8.0_f32
c.wish_speed = 14.0_f32
c.hammer_damage = 45
end