process

Use when

You have a brief and pillars and need to assemble the actual design — which genre template, which systems, and how a genre blend holds together.

Composition — Assembling the Design

What it is. The assembly step. Take the anchor (the X), lay down its genre template, and bolt on the systems that genre implies — progression, economy, combat, factions. Composition is sourcing the parts; process-the-twist is the bend you apply while you assemble.

Why it’s fun. You don’t re-derive what a roguelite knows about meta-progression; you compose it, pre-solved, and spend your invention on the twist. The craft here is picking the right parts and making a blend cohere rather than collide.

The step

Anchor + pillars → a composed design: one genre template, N systems, a coherent whole. Every included part must pass the process-pillars filter and serve the loop stack (process-core-loop).

Inputs → outputs

InOut
Anchor(s) + brief + 3 pillarsA named genre template (a genre) as the spine
The twist vector (process-the-twist)A system list — each [[system-*]] justified by a pillar
Session length + scopeA blend map: parent genres and their verify patterns

The assembly

  1. Anchor → genre spine. The anchor names the genre. Pull the deep template from 20-genres/ — its pillars, loop stack, and essential systems. This is your skeleton; you’re not starting from zero.
  2. Genre → implied systems. Every genre implies systems. A roguelite implies meta-progression and procgen; an RTS implies rosters, economy, and asymmetry. Use the checklist below.
  3. Twist → added/swapped system. The twist usually is a system swap or add (Loop Hero adds placement + a deck to auto-combat). Slot it in.
  4. Filter every system. Score each against the pillars. Include only what serves one. When in doubt, cut — an unverified system is presumed broken.

Which systems does this genre imply?

A starting checklist. Presence isn’t mandatory — but decide on each, don’t forget it.

If the design has…It almost certainly implies…
Runs / permadeathsystem-meta-progression · system-procgen-design · system-session-structure
A power curvesystem-progression · system-mastery-curve · pattern-pacing-and-tension
Currency / shopssystem-economy · system-resource-loops · system-reward-schedules
Combatsystem-combat-model · system-telegraphs · system-enemy-archetypes · system-encounter-design
Multiple factions/classessystem-faction-asymmetry · system-unit-rosters · system-counter-systems
Builds / loadoutssystem-build-diversity · system-skill-trees · system-status-effects
Precision movementsystem-grace · pattern-anti-frustration
Bosses / set-piecessystem-boss-design
A new playersystem-onboarding · system-accessibility · system-difficulty-and-dda
Emergent storysystem-emergent-systems
Coop / PvPsystem-coop-and-competition
Any game at allsystem-save-and-checkpoint · pattern-readability · pattern-juice-choreography

Two systems on that last row are always on: readability (JUDGE hook) and juice choreography (JUICE hook). Skip nothing there.

Genre-blend rules

Most interesting games are blends — two or more genres under one loop (Loop Hero = auto-battler + deckbuilder + placement; rhythm = roguelike + input legality). The rule that keeps a blend from collapsing:

Satisfy every parent genre’s verify pattern. FUN.md’s closing note is law: “If the genre is a blend, satisfy every parent genre’s verify pattern — genres compose (rhythm = roguelike + input legality; Peggle = physics + aim search).” A blend is not an average of two verify suites; it is the union of them.

Practically:

  1. List the parents. Name each genre in the blend and its FUN.md section.
  2. Union the verify patterns. A physics-arcade + deckbuilder owes both the swept-collision/energy invariant (FUN.md §19) and the draft-delta + win-rate window (FUN.md §11). Neither is optional.
  3. Find the seam. Where two systems meet is where blends break — the moment a card modifies a physics shot, both models must stay honest. Name that seam and plan a proof for it specifically.
  4. Pick the dominant parent. One genre owns the moment verb; the others modify. The dominant one’s loop stack is the spine; the others graft on.

Worked example

Intent: “a tower defense where the towers are a deck you draft each wave.” Pillars: (1) build decisions that matter, (2) drafts with teeth, (3) the range ring is the UI. X = tower defense × deckbuilder blend.

Composition:

Traps

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.