Game concepts
gripforge_game_conceptsConcept art for a whole game, reused before generated. Use it when a user asks for a game like a title they name: call stage=plan with the game as they wrote it. When the user describes specific items (heroes, weapons, props…), pass them in wishes: they are drawn exactly as asked. The plan lists concepts that already exist for that game (GripForge community catalog or the workspace) and theme assets already in the library: reuse them first. It then prices the missing concepts: one style bible, heroes and bosses one image each (MOBA and hero games: each hero with its ability kit and ability icons, see hero_kits), enemies, NPCs, weapons, vehicles, buildings, props and VFX in sheets of 6 cut automatically, textures in sheets of 2 turned into seamless 1024 px textures. Maps (counts.maps) are environment paintings, one image each: the level is then built and dressed to match them. Show the plan and price to the user; only call stage=build with a budget after they agree. Concepts are private review images; nothing is sent to 3D. The plan also returns ambient_kits: the kits of the theme's atmosphere (weather, lighting, snow tracks) with their config; install them in the game project next to the blueprint's gameplay kits.
Tool call template
This tool declares no required parameters. Add optional parameters from the input schema as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {},
"name": "gripforge_game_concepts"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| game | No | The game the user named, exactly as they wrote it (a title, "like <title>", "a <title>"). Matched server side against the recognised titles and aliases. | |
| stage | No | catalog: blueprints (slot counts), theme packs and how many named games are recognised (their titles stay server side). plan (default, free): what already exists and is reused, what would be generated, and the price. build: generate the missing concepts, requires budget. | |
| budget | No | Required for build: maximum credits OR USD, at least the plan price. | |
| counts | No | Concepts to generate per slot (heroes up to 24, maps up to 6: the first is the whole playfield from above, the others are zones seen through the game camera). Default: what the blueprint needs minus what is already reusable. | |
| custom | No | Only when `game` is not in the catalog: describe the game with the closest blueprint and pack. | |
| wishes | No | What the user asked for, per slot, one short description per item (max 24 per slot, 200 chars each), e.g. {"heroes": ["old bald karate master in a worn gi", "masked luchador"], "weapons": ["pump shotgun", "hunting rifle"]}. Binding: the pack produces exactly these items, in this order (named and detailed, never replaced). The slot count defaults to the number of wishes; a larger count adds freely invented items. Always pass the characters, weapons or objects the user described here, not only in custom.build. | |
| provider | No | Default openai (GPT Image 2.5 sunburst: final quality for style bible, heroes and bosses, medium-quality sheets of 6 for the rest). | |
| hero_kits | No | Each hero comes with its ability kit — role, lane, basic attack, passive + Q/W/E/R (type, range, cooldown, cost, effect, VFX, cast animation) — and a sheet of 5 ability icons in its colours (1 more image per hero). Default from the blueprint: on for lane-arena (MOBA). Turn it on for any game whose heroes have abilities (hero shooter, ARPG). | |
| workspace_id | No | ||
| idempotency_key | No |