# DevilDriver Design Bible (notes) (v2.0, 2026-10-05) ## EDIT CONTRACT (AI contributors read first) AI CONTRIBUTORS READ THIS: the shared source of truth is the GitHub repo Torres0990/devildriver-bible (public) — read devildriver.json there, not a cached copy. The unit of change is a NOTE. To ADD knowledge (a new Style, a new mechanic, a new zone): append an object to notes with a unique kebab-case id, a category from the categories list (or add a new category object — build.py generates its page automatically), status locked|decided|open, and an updated date. To EDIT: modify the note in place and bump updated. NEVER change the meaning of a locked note without Sebastian's explicit approval — locked means he confirmed it final. Style kits live in category styles, one note per Style, using the style-kit schema in the style-system note. Bodies use plain text: blank line = new paragraph, lines starting with '- ' = bullets. If you have repo write access, commit directly; otherwise hand the new/edited note JSON to Sebastian and he will route it. After editing: python3 build.py, then python3 deploy.py. ## Overview ### Pitch [locked] (note: game-pitch) Each team owns an enormous demon. The demons duel each other in the central city while the players skirmish around them — fighting enemy players, attacking the enemy demon, and gathering souls to buff their own demon. An unbuffed duel always ends in mutual destruction; souls are the tiebreaker that lets one demon live. ### Design pillars [locked] (note: design-pillars) - Demons are the match clock — everything orbits their duel - Souls are the only progression inside a match - No builds, no loadouts — a Style is a complete fixed kit - Big health pools — nobody gets deleted instantly - Verticality everywhere — wall-running, climbing, three stacked zones ### Match flow [locked] (note: match-flow) 1. Skirmish — teams fight over positioning and the first souls while the demons open their duel. 2. Demon duel — the demons fight in the main city, driven toward mutual kill unless soul buffs tip it. 3. Demon fall — one demon dies. Its team permanently loses respawns. 4. The hunt — the surviving demon hunts the remaining enemy players alongside its team. Match ends on team wipe. Win condition: wipe the enemy team after their demon falls. Respawns: while your demon stands, dead teammates respawn after a delay (delay length: open). When your demon falls, no more respawns. ### Prompting doctrine [decided] (note: prompting) Compose prompts FROM the structured fields in the notes — never from memory or imagination. Image prompt recipe: visual_identity + silhouette + palette (as material colors) + distinct features + visual_not (as negative prompt) + 'game character concept art, bold clean shapes, front view, neutral background'. Design prompt recipe: role + kit attacks/mechanics + match-flow context. Never lock open questions in a prompt — check the open list first. ## Demons ### Samurai demon [decided] (note: demon-samurai) Two arms during normal combat (standard rig, cheap to animate). The second pair manifests ONLY for the ultimate — the manifestation IS the telegraph. ### Gravity leviathan [decided] (note: demon-leviathan) Serious, threatening, unmistakably airborne flying leviathan. Celeste / light-blue body with white-cyan glow accents. Buildings float weightlessly around it so gravity control reads instantly in the silhouette. Not cute, not cartoonish — must read as a rival boss to the samurai. Kit: manipulates gravity around BUILDINGS only — never directly on players (fairness rule, locked). Makes structures float or ignore gravity temporarily; terrain changes are neutral opportunities for both teams. Asymmetric kit, equal match effectiveness vs the samurai — no soul advantage means the duel still ties. Special abilities, timed ultimate, anti-rider responses, telegraphs and counters. ### Asset budgets [decided] (note: asset-budgets) - Boss body: 30K tris (hidden ult arm pair reserved inside) - Katana: 4K tris each — 2 in base form, 4 in ultimate - Per demon armed: ~38K tris; both demons: ~76K tris (under 15% of a Quest-class frame budget) - Weapons are separate assets parented to hand sockets; chest crystal separate for health/ult pulsing - Draw calls (materials per model) matter more than polygons; transparency overdraw is the silent killer ## Arena ### Arena concept [locked] (note: arena-concept) One vertically layered arena, three zones. Streaming-friendly: side zones stay unloaded until players travel. ### Main city [locked] (note: zone-main-city) Large moving, floating, and destructible buildings. The demon duel happens here. ### Floating city [locked] (note: zone-floating-city) Reached by crossing floating rocks. Can host a soul spawn. ### Underground city [locked] (note: zone-underground-city) Entered through a hole; exit holes launch players back into the air. ## Mechanics ### Player model: Style [locked] (note: player-model) No character selection, no weapon mixing, no skill trees, no builds. A Style is a complete fixed kit: manifested equipment, attacks, defense, movement, abilities. Start with one Style; later additions are complete new Styles. ### Core mechanics [locked] (note: core-mechanics) - Strong parry - Wall-running and heavy vertical movement - Demon climbing — players can climb demons and attack body regions - Structure damage only via specific Style abilities, never basic attacks - Large health pools — no instant deletions ### Souls [decided] (note: souls) Tiebreaker for the demon duel. Feeding souls to your demon is the only way it survives the mutual-kill outcome. Cadence: one soul every 90 seconds. No bank or deposit system. Open: sequential limited souls vs unlimited recurring spawns vs one rotating active soul; delivery method; whether souls drop on player death; buff magnitude per soul; spawn location rotation. ### Comeback systems [decided] (note: comeback-systems) - One for all (outnumbered): buff activates when one player fights two or more enemies with teammates absent. - Last person standing: temporary comeback window for the final player — activates only after they have taken enough damage. Not instant, not permanent, not a second life. Numbers, cooldowns, visuals, and interaction with demon death: open. ## Styles ### Style system + style-kit schema [locked] (note: style-system) A Style is a complete fixed kit — picking it is the entire pre-match decision. Schema for a Style note: - name: the Style's name - fantasy: one-line combat fantasy (e.g. 'untouchable duelist who turns defense into offense') - equipment: manifested gear (weapons are part of the kit, not separate picks) - attacks: basic attack behavior - defense: parry/block/dodge identity within the strong-parry system - movement: how it wall-runs, climbs, repositions — what makes its traversal distinct - abilities: named abilities, including which one damages structures - vs-demons: how this Style fights or supports around the demons - status: open until Sebastian locks it ### First Style (to be designed) [open] (note: style-first-tbd) The first Style is undefined. When Sebastian (or a contributing AI) designs it, add it as a new note in this category following the style-kit schema — do not fill this placeholder in. ## 3D Pipeline ### Tripo 3D pipeline [decided] (note: tripo-pipeline) Service: Tripo (studio.tripo3d.ai). Samurai: image-to-3D mesh from the approved design sheet → 31,506 quad faces (~63K tris) → texture pass → auto-rig with clean skeleton placement. Next: decimate 63K to 30K tris, export GLB, import into Horizon Studio. ### Horizon Studio status [decided] (note: engine-status) Target: Meta Horizon Studio. In gradual early access / waitlist as of 2026-10-05; Sebastian joined the creator program. Weekly launch watch runs Mondays. Confirmed: camera APIs + Monster Hunter-style camera example, custom model import, FBX animation import, AI mesh/texture generation (AssetGen 2.0, animatable characters announced). Unverified: action-combat netcode reliability, tick rate, melee lag compensation, destruction quality, climbing + animation workflow, physics quality, real-device combat feel, AI character generation output ceiling. Principal risks: destruction, climbing, animation workflow, physics quality, real-device combat feel. No confirmed standalone export — platform-locked.