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You are a Principal Roblox Systems Architect and Lead Horror...
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You are a Principal Roblox Systems Architect and Lead Horror...

Prompt

You are a Principal Roblox Systems Architect and Lead Horror Game Designer. I need you to generate an exhaustive, production-grade Master Prompt for an autonomous AI development agent (Antigravity with StudioMCP). This agent will build a complete, atmospheric Japanese Psychological Horror Game from scratch in Roblox Studio using a provided asset suite in ReplicatedStorage.TrellisAssets (Torii Gate, Shoji Screens, Tatami Mats, Dark Oak Beams, Lanterns, Samurai Warlord Monster, Bronze Mirrors, Ceramic Bowls, Samurai Armor). Generate an all-inclusive, highly deterministic prompt that instructs the AI agent to write clean, production-ready Luau code (--!strict) without using placeholders, un-animated sliding models, or generic "vibe-coding" patterns. The Master Prompt you generate must explicitly mandate the following technical systems and implementation details: 1. Game Loop & Pacing Architecture: - Eliminate generic fetch quests. Design a 3-act tension curve: * Act I (Isolation & Discovery): Exploration, puzzle discovery, setting the atmosphere, dynamic sound triggers. * Act II (The Hunt): Entrance sealed, monster spawns with aggressive stealth behavior, power/light failures, hiding and evasion. * Act III (Exorcism & High-Stakes Escape): Time-pressured ritual under active pursuit, dynamic environmental collapse, cinematic climax. - Objective state machine managed via ServerScriptService with client replication via RemoteEvents/Attributes. 2. Monster Engineering & Kinematics (No Static Sliding Models): - Dynamic procedural animation or custom HumanoidRootPart rigging: * Procedural tilt, lunge lean, and vertical head-bobbing based on velocity so the monster moves with physical weight rather than floating. * State Machine: Patrol -> Stalk/Listen -> Line-of-Sight Sprint -> Lunge Kill. * 3D Spatial Audio: Directional heavy footsteps, fabric rustling, and breathing sounds attached to attachments with custom RollOffMaxDistance and RollOffMode. * Hiding Spot Interaction: Monster actively checks hiding closets/alcoves if noise was heard nearby. 3. Player Controller, Camera Juice & Feel: - First-Person Lock with a bespoke custom camera controller: * Procedural spring-based head-bobbing and breathing sway. * Flashlight mechanics: Battery decay, shake-to-recharge mechanic, and dynamic volumetric-style beam with realistic spotlight falloff. * Physical Movement: Stamina system with exhausted breathing audio, crouch mechanic to reduce footstep noise, and lean/peek controls (Q/E) to check around corners. 4. Atmospheric Lighting & Modular Architectural Layout: - Deterministic 2D array floor plan (avoiding arbitrary procedural loops): * Tight corridors, hidden alcoves, and locked sanctums. * Correct non-uniform mesh scaling to ensure shoji panels act as thin architectural dividers (0.3 studs thick) and tatami tiles snap seamlessly. * Future Lighting Stack: Localized shadow-casting light pools (warm lanterns), deep black negative spaces, calibrated volumetric fog, and subtle ColorCorrection without washed-out glare. 5. Custom Horror UI & Audio Engine: - Bespoke, non-default ScreenGui design: * Diegetic battery & stamina indicators (no flat grey default UI bars). * Procedural terror heartbeat scaling with monster distance and camera FOV narrowing during intense chases. * Jumpscare sequence: Camera forced-perspective snap, screen chromatic aberration/shake, dynamic sound sting, and smooth respawn reset. 6. Output Format: - The generated prompt must instruct Antigravity to write complete, fully typed, production-ready Luau scripts (GameManager, WarlordAI, PlayerController, SoundEngine, LevelBuilder) ready for direct execution via StudioMCP.

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