Phase
Phase 4 — Ecosystem
Goal
Design a future example-pack program for Depth Engine: small, readable RPG templates that prove different genres and mechanics without bloating the core.
This is not about adding a pile of examples immediately. It is about defining the rules for what a good example pack should be.
Why this matters
Depth Engine gets easier to understand when people can see multiple focused examples: dungeon crawl, arena waves, job board, survival days, creature collector, crafting loop, and so on. The examples should teach the engine instead of drowning it.
Proposed work
- Define what qualifies as a bundled example pack.
- Create an example-pack checklist.
- Define minimum files:
example.meta.js, game.config.js, items.js, enemies.js, zones.js, and optional docs.
- Decide how examples appear in the registry.
- Define quality rules: small scope, clear theme, no engine code inside example folders, no remote assets required.
- Draft 3–5 possible future example pack ideas.
- Document how example packs should avoid copying Rat Cellar too closely.
- Decide whether examples should live in the main repo or separate repos later.
Acceptance checks
- Example pack rules are documented.
- Future examples have a consistent checklist.
- Registry requirements are clear.
- Core engine remains small.
- No new example pack is required to complete this planning issue.
Guardrails
- Do not add a large content expansion here.
- Do not turn Depth Engine into one huge game.
- Do not require art/audio assets.
- Do not add remote package loading yet.
- Do not mix plugin architecture into example pack rules.
Suggested future packs
- Arena Waves: stage means wave.
- Town Jobs: stage means job rank.
- Survival Camp: stage means day.
- Tiny Dungeon: stage means room.
- Bounty Board: stage means target tier.
Phase
Phase 4 — Ecosystem
Goal
Design a future example-pack program for Depth Engine: small, readable RPG templates that prove different genres and mechanics without bloating the core.
This is not about adding a pile of examples immediately. It is about defining the rules for what a good example pack should be.
Why this matters
Depth Engine gets easier to understand when people can see multiple focused examples: dungeon crawl, arena waves, job board, survival days, creature collector, crafting loop, and so on. The examples should teach the engine instead of drowning it.
Proposed work
example.meta.js,game.config.js,items.js,enemies.js,zones.js, and optional docs.Acceptance checks
Guardrails
Suggested future packs