Refine GS-010 to GS-015 gameplay and integrate GameBench assets
Refine GS-010 through GS-015 into more complete playable prototypes, with gameplay fixes, improved presentation, and reusable GameBench models/audio integrated into each engine's runtime scene generation.
- GS-010 Armor Ball: fix kickoff orientation, goal colours, pause/pointer lock and arena collision; improve projectiles, role-based AI, scoring feedback, HUD, effects and audio.
- GS-011 Voxel Heist: fix voxel face winding, interaction and pause; improve structural collapse, heist flow, player feedback, port district visuals and asset loading.
- GS-012 Night Tide Keep: fix terrain spawning, aiming, enemy height and persistence; improve building, waves, combat, menus, lighting and sound.
- GS-013 Rust Harbor Extraction: improve raid flow, inventory, weapons, AI, world presentation, HUD and imported port assets/audio.
- GS-014 Cloud Hamlet: unify placement and scoring, fix terrain/footprint/undo/save issues, add buildings and packs, and improve previews, touch controls and island presentation.
- GS-015 Sword Rider: improve flight, combat, boss encounters, progression, saves, streamed world visuals, HUD and effects.
Include source, engine configuration, dependency locks, runtime assets, asset provenance, reproducible tools/tests and the documented before/after screenshots. Unity projects now target the installed Unity 6000.3.28f1 with URP/HDRP 17.3.0 and glTFast 6.20.0. GLB models use Git LFS.
Validation performed before submission:
- GS-010:
npm run buildandnpm testpass (9/9 rule tests). Vite reports a bundle-size warning. - GS-014:
npm run buildandnpm testpass (14/14 rule tests). - JSON/glTF/assembly-definition files parse successfully; asset dependencies and the staged file list were checked.
- Existing Unity XML reports record GS-011 EditMode 11/11 and PlayMode 8/8, GS-013 EditMode 25/25, and GS-015 EditMode 16/16 passing. These prior reports are included; Unity builds and interactive play-throughs were not rerun during submission.
Exclude dependency directories, engine caches, build output, logs, local IDE state, temporary/backup files and the local camera debugging helper. Keep Godot import/UID settings and Unity metadata because they are project inputs. No changes to GS-001 through GS-009, and no merge into main is included in this PR.