Full Standalone Isometric Game
A complete local authoring packet for an original game built with DomEscobar/isometric-framework. Full means the approved game scope, not the framework demo and not a vertical-slice cap. Completely separate from guided-2d-game; no dependency on or modifications to that packet.
Status: published packet and versioned source CLI; npm v2 unreleased. The complete source is available at commit 35f2623. Public agent-buildprint@0.0.17 does not contain v2. Website deployment checks are not full runtime regressions, scaffold proof or game/visual acceptance.
Start here
- Read the agent guide and manifest, starting with
BUILDPRINT.mdand00-goal.md, theninstructions.readOrder. Direct reading supports alignment/planning without executing a CLI or fabricating state. - Preserve one approved
PROJECT_CONTRACT.md; ask at most three unresolved consequential questions per batch. No game execution, tests, paid generation or deployment is authorized merely by loading this packet. - For automated packet state, use the exact source checkout below—not installed public
agbornpx. Node >=22.18.0 satisfies the framework requirement. Clone into a new directory; never switch/reset an existing dirty checkout.
git clone https://github.com/DomEscobar/agent-buildprint.git agb-runtime-v2
git -C agb-runtime-v2 checkout --detach 35f2623b0d72a1b09d39c1a7f14a0eaf6bf4a409
# Local packet from this exact source revision; no remote-manifest trust shortcut.
node agb-runtime-v2/bin/agb.js start agb-runtime-v2/buildprints/standalone-isometric-game/package.json ./my-isometric-game
node agb-runtime-v2/bin/agb.js state status ./my-isometric-game
node agb-runtime-v2/bin/agb.js loop next ./my-isometric-game
The CLI has no npm dependencies; these source invocations do not need a global install. start creates packet state, not a game scaffold. For a real game, scaffold first into a new/empty/contract-only destination following 01-setup.md, then start the packet in that host. Preserve any approved contract and existing state. The pinned CLI checkout contains the authored local packet; the current hosted packet additionally carries updated publication/source-install guidance without weakening acceptance.
Framework setup is a real local build
Framework pin: 7542ff68de04ca6ea6736974b54ec5b5dde1cc33. No npm framework package or prebuilt archive is supplied. In a separate clean pinned framework checkout, the upstream docs/CREATE_GAME.md path is npm ci, npm run build:package, then node scripts/create-game.mjs <destination>. Replace the destination with an actual unused/approved contract-only path. The local package build includes boundary/type checks and requires separate authorization. Follow the generated host README for installation/dev/build. No demo clone, fake tarball or invented archive digest is acceptable.
The source CLI also implements bootstrap with explicit --allow-scaffold, pinned --framework, a real --archive and separately verified --archive-sha256. It copies templates/archive but does not build, install, capture or verify game quality. See 01-setup.md and references/cli-integration.md for preservation/recovery limitations. Never fabricate an archive or provenance to make this adapter run.
Hosted bytes and continuation
The remote manifest includes real same-origin payload SHA-256 values and the original v2 runtime descriptor/read order. The manifest sidecar identifies the exact generated JSON bytes; files/package.json is the distinct local loader manifest payload. A digest from the same site is not an independent trusted channel, publisher signature or game-quality evidence.
Remote source-CLI start additionally requires --manifest-sha256 from a separately trusted source. Do not invent a digest or treat the sidecar as independent provenance. The pinned local-manifest command above avoids that remote trust requirement. Resume requires the exact original manifest and payload identity, with start --resume; changed sources need an explicit migration decision.
Read .buildprint/next-agent.md, source docs/cli-runtime-v2.md and the active loop. Approvals, begin/accept/advance, returns/defects and candidate-bound evidence are explicit. implemented_attested, functional_attested and visual_attested are recorded claims—not authenticated execution, reviewer independence, pixels, motion or gameplay. Full runtime regressions and pinned-framework scaffold execution remain unverified unless separately reported from actual authorized runs. Missing evidence cannot be accepted.
Package map
BUILDPRINT.md,00-goal.md,01-setup.md,02-identity.md: briefing, alignment, safe scaffold/bootstrap, mobile-first UX.blueprint.yaml,loops/loop-index.yaml,loops/loop-flow.md,runtime.json: supported kernel routes, versioned approval/evidence prerequisites and six full-game loops.framework-lock.json,references/framework.md: exact upstream pin, verified provenance and skill catalog links.references/assets.md,references/visual-acceptance.md: preferred asset policy and substantive reuse of upstream v3 visual acceptance.references/cli-integration.md: current supported manifest/CLI behavior and real gaps.templates/: contract, UX outline, setup receipt, acceptance-plan routing, asset provenance, generation ledger and capture receipt.review.md,HANDOVER.md: authorized future acceptance and honest delivery.package.json: explicit local snapshot file manifest for source v2start, not public npmagb.publication.json: existing publication metadata format withpublish: truefor website publication only.AUTHORING_REPORT.md: local scope, static inspection evidence, gaps and untested status.
Skills are linked at the exact framework commit and later read from its installed package; none are copied or authored here. Framework production receipts remain the detailed live quality evidence; CLI state owns routing and byte-bound attestation references, not an alternate quality workflow. Package templates are not game requirements or evidence until populated for an actual approved project.