# Fleeting asset pipeline

## One source of truth per asset

Every game asset has an editable source recipe and one or more generated runtime exports. Runtime files are never the only copy.

```text
Fleeting brief
  → SoundDeck recipe / MotionDeck project
  → reviewed preview
  → versioned runtime export + manifest
  → Godot import and in-game review
  → playtest evidence
  → improved reusable template
```

## Shared asset identity

Use lowercase names with a stable gameplay namespace:

`fleeting/<system>/<asset>/<variant>`

Examples:

- `fleeting/pod/boost/standard`
- `fleeting/recall/warning/urgent-01`
- `fleeting/resource/fuel/pickup`
- `fleeting/carrier/weapon/charge-loop`

Each export should include:

- asset ID and semantic version;
- source tool and source recipe/project version;
- authoring intent and gameplay trigger;
- license/source notes;
- loop points, duration, FPS, or other runtime metadata;
- target platform profile;
- exported filenames and a content hash.

## SoundDeck improvement track

1. Add a **Game Project** profile with Fleeting’s palette, loudness targets, buses, and naming rules.
2. Export a package containing `.sounddeck.json`, WAV/OGG runtime files, and `audio-manifest.json`.
3. Support one-shots, seamless loops, layered intensity states, and randomized variation groups.
4. Add an in-context game preview: pod boost, pickup, recall warning, carrier weapon, UI confirmation.
5. Validate clipping, loop seams, peak/loudness range, missing metadata, and mobile file budget before export.
6. Save approved recipes as reusable templates for future games.

## MotionDeck improvement track

1. Add a **Game Project** profile with scale, axes, FPS, loop rules, palette, and naming conventions.
2. Export a package containing source project JSON, GLB/PNG, animation clips, thumbnails, and `motion-manifest.json`.
3. Support named gameplay states: idle, thrust, boost, damage, dock, destroy, respawn.
4. Add a triangular pod kit with player-color core/trail slots and readable silhouettes at small sizes.
5. Validate scale, origin, transforms, clip windows, file budget, missing materials, and loop continuity.
6. Save approved rigs, effects, and feedback patterns as reusable templates for future games.

## Review gates

- **Workbench preview:** Is the asset technically clean in its authoring tool?
- **Game-context preview:** Does it communicate the intended state at gameplay speed?
- **Four-player readability:** Does it remain legible with multiple players and effects?
- **Platform budget:** Does it fit desktop and mobile memory/performance targets?
- **Accessibility:** Is critical information also expressed without relying only on color or sound?

## Self-improvement rule

After every milestone, promote useful project-specific learnings into optional templates, validators, or connector improvements. Do not make Fleeting assumptions global defaults until they have helped at least one additional project.
