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@pop-party/create-game

v1.3.25

Published

Create an independent Pop Party game pinned to an exact engine version.

Downloads

3,976

Readme

@pop-party/create-game

This package powers npm create @pop-party/game MyGame. It creates an independent game directory, pins an exact @pop-party/engine version, and byte-copies the canonical CC0-1.0 starter content without symlinks or references to the engine repository.

Current npm initializer resolution maps npm create @pop-party/game to this package, @pop-party/create-game, and executes its sole create-game bin. The packed executable is part of the release gate. Unknown flags, missing flag values, and ambiguous game names fail instead of falling back to defaults.

Generated games use pop-party validate content for content-only checks and pop-party build for the full game/engine/plugin/content readiness gate. Build output is game-local and records the exact immutable content revision. Runtime game data is materialized from that same validated content snapshot; the generator does not create a second empty or drifting game-data source.

Generated games run through pop-party dev locally and pop-party start in production. The first development run seeds ignored .pop-party/content from the configured immutable release; later runs keep that independent local copy. Production never reads the development workspace. Both commands validate the complete selected release before opening a port.

The resulting service immediately receives the engine-owned stage, controller, room lifecycle, and authenticated core tools. Its src/stage, src/controller, and src/tools folders begin as empty additive plugin boundaries; they do not contain placeholder pages or copies of engine code.

pop-party migrate previews the registered, contiguous game migration path. It writes nothing unless --output <new-directory> is supplied, never mutates the source bundle, runs every migration twice to reject nondeterministic output, and validates the complete result against the installed engine before writing.

Each generated game also owns a render.yaml and DEPLOYMENT.md. The Blueprint declares one manually scaled Node web service, the engine build/start commands, /health, and a 300-second graceful shutdown window. It contains no shared engine deployment and no committed provider or administrator secrets.