AetheriaLore/Aetheria/Game Design
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Meta Vens c70ea42289 Ship Prompt Bench 3: concept-first prompts that break the default silhouette
Round-two results recorded (Vasuki composed, One Pass, Bulldog, Sugar
Glider). Guidelines 13 (concept before prose; name thrust and weapon
direction where the concept needs them) and 14 (signature gear is part of
the body) added. Ship Design Language records the composition result,
names thrust where the concept depends on it, and the NiteLife block now
sinks its cartridge flush. Ship Play Concepts gains Power Tender.

Bench 3 holds 33 entries across all twenty factions, each starting from a
play concept, composed after the global and faction blocks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 14:14:01 +02:00
..
A Different Sort of Space.md Make space readable without inventing new physics 2026-07-15 01:51:03 +01:00
Action RPG Layer.md Separate playable layers from persistent-world history 2026-07-15 01:41:28 +01:00
Aetheria Client and Modes.md Integrate persistent-world and wireheading lore 2026-08-13 18:35:29 +02:00
Aetheria Starbridge Promo Art Prompt.md Separate Starbridge design from roadmap residue 2026-07-15 01:23:06 +01:00
Aetheria Starbridge.md Separate Starbridge design from roadmap residue 2026-07-15 01:23:06 +01:00
Call of the Void.md Clarify historical game design authority 2026-07-15 02:10:41 +01:00
Colonies and Population.md Separate production, possession, and claims 2026-07-15 02:02:01 +01:00
Corporate Strategy Layer.md Separate playable layers from persistent-world history 2026-07-15 01:41:28 +01:00
Design Pillars.md Design Pillars: state the abstract-space stance and per-faction vacuum faithfulness 2026-10-04 19:31:13 +02:00
Economy and Production.md Separate production, possession, and claims 2026-07-15 02:02:01 +01:00
End of the Line.md Integrate persistent-world and wireheading lore 2026-08-13 18:35:29 +02:00
Faction Play.md Faction Play: Lucent can be baited into a duel by its need for glory; breaking the duel's form turns the whole pack loose 2026-10-03 13:18:17 +02:00
Galaxy and Navigation.md Make space readable without inventing new physics 2026-07-15 01:51:03 +01:00
Gravity and Locomotion.md Make space readable without inventing new physics 2026-07-15 01:51:03 +01:00
Heat, Stealth, and Detection.md Make space readable without inventing new physics 2026-07-15 01:51:03 +01:00
Implementation Signals.md Integrate persistent-world and wireheading lore 2026-08-13 18:35:29 +02:00
index.md Integrate persistent-world and wireheading lore 2026-08-13 18:35:29 +02:00
Narrative and Missions.md Integrate persistent-world and wireheading lore 2026-08-13 18:35:29 +02:00
Nibu Attached Shuttle Story.md Bound Nibu's attached-shuttle story concept 2026-07-15 01:31:57 +01:00
Persistent Universe and Reset Loop.md Integrate persistent-world and wireheading lore 2026-08-13 18:35:29 +02:00
Playable Layers.md Separate playable layers from persistent-world history 2026-07-15 01:41:28 +01:00
Progression, Claims, and Consequence.md Separate production, possession, and claims 2026-07-15 02:02:01 +01:00
Ship Play Concepts.md Ship Prompt Bench 3: concept-first prompts that break the default silhouette 2026-10-05 14:14:01 +02:00
Ship-shape and Up to Specs.md Ship Play Concepts: a catalogue of ways a ship is meant to be played 2026-10-04 20:27:47 +02:00
Visual and Sensory Direction.md Make space readable without inventing new physics 2026-07-15 01:51:03 +01:00
Volumetric Nebulae.md Refine game design source framing 2026-05-01 13:19:06 +01:00