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Epic: Phase 4 Example Pack Program and Template Gallery #15

Description

@keepithandy

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.

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