
PROJECT SPECIFICATION – WATERSHOW ENGINE Develop a complete Minecraft mod called WaterShow Engine. Assume no existing codebase is available. Design and build the entire mod from scratch. The mod should allow players to create professional fountain shows, water shows, fire shows, lighting shows, mist shows, and drone shows inside Minecraft. The system must be easy enough for beginners while still being powerful enough for large-scale theme park and entertainment productions. PRIMARY GOALS The mod must be: Stable Performant Easy to understand Professional Expandable Future-proof Use a clean modular architecture. Avoid spaghetti code. Document major systems and architecture decisions. FIXTURE BLOCKS Create the following placeable fixtures. Water Fixtures Fountain Nozzle Water Emitter Water Fan Water Spout Water Pop Fire Fixtures Fire Emitter Fire Jet Lighting Fixtures Underwater Light Show Lantern Moving Lighting Moving Head Atmospheric Effects Mist Emitter Drone System Drone Dock Show Drone ITEMS Create the following items. Show Controller The central device used to create, manage and play shows. Selection Wand Used to select fixtures and assign them to a controller. SELECTION WAND SYSTEM When a player selects fixtures: Fixtures become linked to the controller Fixtures automatically appear inside the editor Selection order is preserved Example: Fountain 1 Fountain 2 Light 1 Fire 1 Add a button: Synchronize This button must: detect missing fixtures detect moved fixtures repair broken links refresh fixture information CONTROLLER GUI The controller contains exactly three tabs. 1. Editor 2. Load / Unload 3. Play / Stop No additional main tabs should exist. EDITOR LAYOUT The editor is divided into three sections. LEFT PANEL Fixture Browser Displays: Fountains Lights Moving Heads Mist Emitters Fire Emitters Drones Features: Search Filtering Multi-selection Expand/Collapse categories CENTER PANEL Large Timeline Example: 0s 5s 10s 15s 20s Fountain 1 █████ Light 1 █████ Fire 1 ███ All linked fixtures automatically appear here. RIGHT PANEL Properties Panel Displays the properties of the currently selected fixture. Do not open separate configuration windows. All settings should be available directly within the editor. EVENT SYSTEM Every fixture supports unlimited events. Example: Fountain 1 [Water ON] 0s → 30s [Water OFF] 30s → 40s [Water ON] 40s → 60s Events must be: Moveable Resizable Copyable Editable Deletable Add button: New Event MULTI-TRACK SYSTEM Each fixture supports multiple tracks. Example: Fountain 1 Water Track Height Track Width Track Angle Track Each track can contain independent keyframes. KEYFRAME SYSTEM Every adjustable property supports keyframes. Example: Height: 0s = 0 5s = 10 10s = 20 15s = 40 Values should interpolate smoothly between keyframes. Use linear interpolation initially. Design the architecture to support additional interpolation types later. WATER FIXTURE FEATURES Support: On / Off Height Width Pressure Vertical Angle Horizontal Angle Jet Tilt Strength Additional effects: Pulse Wave Fade In Fade Out FIRE FIXTURE FEATURES Support: On / Off Flame Height Flame Width Intensity Duration Vertical Angle Horizontal Angle Tilt Additional effects: Burst Pulse Flicker LIGHTING FEATURES Support: On / Off Brightness Intensity RGB Color Use a visual color picker. Additional effects: Fade Pulse Strobe Color Transitions MOVING HEAD FEATURES Support: Pan Tilt Color Brightness Beam Width Rotation Speed Additional movement effects: Sweep Circle Automatic Motion Path Following MIST FEATURES Support: Density Width Height Intensity Additional effects: Fade In Fade Out DRONE FEATURES Support: Position Destination Speed Height Light Color Formation Control Prepare the architecture for future waypoint support. LIVE WORLD PREVIEW When a fixture is selected: Highlight it in the world Show real-time preview changes Examples: Height updates instantly Colors update instantly Beam width updates instantly Players should not need to run the show to preview changes. AUDIO INTEGRATION Audio is a core feature of the mod. Supported Audio Format Only support: MP3 Maximum file length: 20 minutes Music Import Players can assign an MP3 file to a show. Each show supports one primary soundtrack. Audio Timeline Display: Waveform Current Position Total Duration Synchronization Audio and show playback must remain perfectly synchronized. Support: Start Pause Resume Stop Beat Markers Support: Manual Beat Markers Automatic BPM Detection Display beat markers directly on the timeline. Timeline Snapping Support: Snap to Beats Snap to Seconds Snap to Keyframes Allow players to enable or disable snapping. TOP TOOLBAR Always visible. Contains: Save Undo Redo Synchronize Test Show Name Current Time SAVE SYSTEM Leaving the editor requires save confirmation. Display: "Save changes before leaving?" Options: Save Cancel AUTOSAVE Implement automatic saving: Every 30 seconds When closing the editor When closing the game After major edits VALIDATION Before saving: Check for: Missing fixtures Moved fixtures Broken links Missing audio Display warnings but do not block saving. LOAD / UNLOAD Support: Load Show Save Show Export Show Import Show SHOW FILE FORMAT Create a custom format: .watershow Internally based on JSON. Store: Fixtures Events Keyframes Audio References Metadata Version Information BACKUP SYSTEM Automatically generate backups. Keep multiple generations of backups. Prevent data loss. AUTOMATIC FIXTURE MATCHING When loading a show: Attempt automatic fixture relinking using: Fixture Type Position Rotation Nearest Match Logic Minimize manual work. VERIFICATION SCREEN After loading a show: Display a map of the build area. Display fixture locations. Status colors: 🟢 Green = Linked 🟡 Yellow = Uncertain 🔴 Red = Missing Allow manual reassignment when necessary. PLAYBACK TAB Contains: Start Pause Stop Back Start resumes paused playback. Stop resets both the show and audio. Pause freezes both the show and audio timeline. PERFORMANCE REQUIREMENTS The system must support: Hundreds of fixtures Thousands of events Long audio tracks Minimize lag. Use efficient scheduling, caching and update systems. FINAL OBJECTIVE Build a complete, professional Minecraft show-control system that allows players to create large-scale fountain shows, fire shows, lighting shows, mist shows and drone shows fully synchronized to music through an intuitive timeline-based editor.