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Cursor Build Prompt - First Playable Slice

Copy this entire note into Cursor when ready to implement · After M0 assets exist


Prompt (paste below)

Build the first playable Harbour slice in Godot 4.

Read first

Use vault / repo docs:

  • docs/brain/05 Art Direction/Harbour Kit v1.md
  • docs/brain/05 Art Direction/Harbour Kit v1 - Asset Metadata Schema.md
  • docs/brain/05 Art Direction/Harbour Kit v1 - First Playable Slice.md
  • docs/brain/04 Mission System/Mission Grammar.md
  • docs/brain/04 Mission System/Mission UI Modes.md

Goal

Milestone 0: A player moves the Captain on a small shore/pier tilemap and walks to a sparkling bottle.

Milestone 1: Full loop — bottle → read message → talk to Fisherman → missing-letter net repair → net broken → repaired.

Renderer architecture

CaptainsWorld SDK (lib/ — learning, mission, visual engines)
        ↓ mission scene JSON
Godot 4 (movement, tilemap, props, FX, dialogue UI)

Godot must not contain learning logic. It receives compiled mission data and renders it. Stub SDK JSON is fine for M1.

Assets

Import from public/assets/world/harbour-kit/ (create folder if needed). 48×48 tiles. See First Playable Slice for P0 list.

Godot requirements

  • TileMapLayer for water / sand / dock
  • CharacterBody2D or Area2D player with 4-direction movement
  • Interaction zones for bottle and fisherman
  • Focus Object Mode UI for net repair (parchment panel + letter tiles)
  • SceneReaction-style FX: letter fly, stitch, sparkle, wrong wobble (CSS-style motion → Godot AnimationPlayer or particles)

Do not build

  • full harbour map
  • lighthouse
  • whale bay
  • AI mission generation
  • mobile export
  • outfit customization
  • Phaser integration for this slice
  • adaptive learning engine wiring (single fixed word is OK)

Done criteria

  • [ ] M0: walk to bottle works
  • [ ] M1: net repair loop works end-to-end
  • [ ] Calm wrong-answer feedback (no shame UI)