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.mddocs/brain/05 Art Direction/Harbour Kit v1 - Asset Metadata Schema.mddocs/brain/05 Art Direction/Harbour Kit v1 - First Playable Slice.mddocs/brain/04 Mission System/Mission Grammar.mddocs/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)