Three GDD §6 features land together, plus the design bug their verification
exposed.
METEOR (red+orange both >=20%): "smash light barriers" made literal. New
createSmashWall part — a brick-seamed light barrier, solid to everyone, but a
METEOR blob that RAMS it (>=5 u/s) shatters it into 8 real dynamic brick
shards that carry your momentum; rebuilds on race:respawn. Spec kind
'smashwall' with needColors for data courses. HUD shows "☄ METEOR" replacing
the pair's BURN/BOUNCE rows (GDD: the blend replaces its pair) and the ember
trail burns 2.2x while blended.
ZAP (yellow >=20%): "trigger colour-keyed machinery at range". New
machine/zap.ts — a charged blob pulses every 3s and fires any declared zap
target's machine:signal within radius, with an expanding arc ring. Breakfast
declares the fork's spring boot: purple earns it by WEIGHT on the plate,
yellow HOTWIRES it — verified the full arc: pulse -> boot telegraph -> kick
vy 10.6 -> lands on the finish podium. Yellow bubbles by the fork are the
source. Spec courses declare `zapTargets`. HUD shows "⚡ ZAP".
THE BUG THE WALL EXPOSED: the finale gate sat at z-59, but the finish box
reaches z-57.2 (podium-face bonks must count) and the podium collider face is
at z-58 — so in a LIVE race you finished before ever touching the gate; it
only ever blocked test blobs with the race idle. The whole gauntlet now lives
at z-56, in FRONT of the line: centre = green gate, left = METEOR smash wall,
right gap plugged (the MINI tunnel roof already gates x3..10), far left = open
detour. The cleanse arch moves to x-6.5/z-54.5 — at x-4.5 its zone overlapped
the METEOR approach and stripped the blend one step before the wall.
Verified in-browser (atomic calls; the wall-clock coverage cache and the
background sim poisoned split observations): clean blob bonks with race
running; METEOR blob shatters (8 shards, signal, drives through rubble to
"you finished 29% ORANGE"); wall rebuilds on R; zap fires exactly once per
cooldown. hasMeteor/hasZap are pure + unit-tested (58 assertions, 10 suites).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
`jumpMul` has been plumbed end-to-end since Lane A — the controller multiplies
take-off speed by it, BuffSystem copies it every step — but computeModifiers
hardcoded `jumpMul: 1`, so a finished mechanic sat unplugged and 2 of the 7
palette colours (orange, yellow) had neither an effect nor a single source in
any course. Orange now drives it: jumpMul 1.0 -> 1.5 at full strength
(BOUNCE_JUMP, GDD §6 "rubberized"), same buffStrength curve as every other buff.
Paint source: orange bubbles on Breakfast Rush's high shelf, right before the
gap-jump lip — the one place in the game where jump height IS the problem, so
the buff has an obvious purpose instead of being decoration. Deliberately
opt-in and deliberately costly: they sit inside the GREEN grip zone, so
grabbing orange dilutes your green. Route for the jump or route for the grip.
Tuned during verification: the field uses impulse 1, not the default 3 —
at full strength the pops stacked and launched the blob 3.3u above the shelf
right at the lip, throwing off a jump this course is finely tuned around.
Verified end-to-end: orange 61% -> jumpMul 1.424 (matches buffStrength exactly),
take-off 7.10 -> 10.30, jump height 1.95 -> 3.87 (nearly double); HUD reads
"BOUNCE ×1.41" in orange; rolling the shelf pops 4 bubbles per pass. New test
assertions cover the 19%/45%/70% curve AND pin it to BOUNCE_JUMP, so a
regression to a constant 1 fails loudly instead of silently removing the buff
(53 assertions, 10 suites green).
Palette now 6/7 usable. Yellow ZAP is the remaining gap and is real design work
(triggering machinery at range), not a one-liner.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The HUD now whispers and the finish line celebrates. PaintHUD hides entirely
while you're clean (the body is the display — GDD pillar 2; an all-zero
seven-row table was dev noise) and shows rows only for colours you actually
carry. Added the missing MEGA/MINI buff labels — purple/pink have been live
since Lane G but the buff line never learned their names.
The finish banner now states your colour identity — "you finished 53% GREEN",
tinted and glowing in that colour ("squeaky clean" if you somehow finish
white) — and fires a confetti burst of falling paint chips whose colours are
weighted by YOUR coverage mix. The run's identity is the celebration.
Verified via world.tick: clean blob -> no HUD; green douse + cannon red ->
exactly those two rows + GRIP label; teleport finish -> banner "you finished
53% GREEN" + 36 mix-tinted chips. tsc + build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The three that stopped a pack shipping:
- a mesh-less GLB (armature-only export) fired onSwap anyway, hiding the
primitive and adding nothing — an invisible prop with a live collider.
Mesh count is now checked BEFORE the scene is touched, in one guard that
covers every consumer including slotObject/blob.face.
- the fulfilment path had no try/catch, so a throw became an unhandled
rejection. Split in two: a build failure bails out before onSwap can hide
anything; an onSwap failure keeps the replacement parented, because
consumers hide their primitive on onSwap's first line and removing the fit
node there would manufacture the one forbidden state.
- preload() awaited every url forever. Each is now raced against a 10s
deadline with allSettled semantics: a stalled host costs one warning and a
fallback prop, not a game that never boots.
Also:
- instantiate/instanceSync never throw — createBlob's call site is frozen and
unguarded, so a throw there is a black screen.
- ghost and blob share fitBodyToRadius(); a borrowed blob.body was rendering
the ghost 2.17x oversized with the farm mesh.
- skinned blob.body is rejected loudly instead of silently half-working; the
idle-clip mixer is gone (it animated an orphaned skeleton in the fixed step).
- paintableInfo counts UV islands: blobbo-base.glb passes every other check
and still paints wrong at 1140 charts. Warning, not rejection.
- slots.ts gains cannon.base, course.finish, course.tunnel, course.tramp, all
hooked except tramp (built in frozen game.ts).
- manifest ignores _-prefixed metadata keys instead of calling them typos.
Empty-manifest parity verified byte-for-byte: scripts/sacred-parity.check.ts
fingerprints the built scene and reports 49df4f20 on main and on this branch.
Custom GLBs drop into 14 named slots without code changes; an empty manifest
produces today's game by construction (the fallback builders are the original
code moved into a closure, and an empty registry returns the caller's own
object by identity).
- src/assets/{slots,manifest,idb,registry,blobBody}.ts — schema + validation,
GLTF cache with per-instance material cloning, fit nodes, IndexedDB override
layer, paintability report.
- Slot hooks in createBlob, parts, cannon, greybox, puddles, ghost. Mesh-only:
no collider, physics or logic line is touched. Animated sub-parts (plate cap,
belt chevrons, fan blades, cannon pivot) stay procedural so a custom model
cannot stop them moving.
- public/assets/ — the build had NO asset copy step at all, so every asset URL
would have 404'd in production. public/ is vite's default publicDir, so this
needs no vite.config change.
- Tests: 63 headless checks + a farm-GLB audit that fires PaintSkin's own
raycast against the fitted body.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- installZones + cannonConfigs through the single cannon path; old centre
plate/boot removed (fork versions supersede); belt+bucket to centre lane
(sunk flush — proud face curbed the line); arch punishes failed MEGA runs
- puddles: distance-based stamping (speed-independent coverage), rate 4/u,
contact tolerance 1.0 (bounce hops starved strips), fork strips widened
toward the racing line + neutral-centre red top-up strip
- under-shelf volumes filled solid in the centre (side corridors left open);
launcher catch widened to the full gap
- verified: naive hold-W finishes ~12s, ghost records+replays, MINI (0.77)
passes the tunnel with 47% pink, buffs activate (GRIP live at 29% green),
78% total coverage on a wandering run
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the live finding that a racer can finish with 0% paint. Paint is now
ROUTE-guaranteed by ground puddles, and colours come in single-colour zones so
buffs actually cross the 20% threshold.
- paint/puddles.ts: PaintPuddle + installPuddles. Flat coloured strips (no
collider) that stamp the blob's underside via skin.splatAtPoint on a ~6/s
cadence while rolling through, emitting paint:splatted. The body doesn't
physically tumble (rotations locked), so an accumulated roll phase walks the
contact point along the travel great circle — a straight run paints a stripe
and coverage climbs instead of piling on the south pole.
- paint/coverage-math.ts: extend computeModifiers with purple MEGA (size→1.45 +
heavier) and pink MINI (size→0.62 + lighter than clean at high %). They fight:
net size uses (purple − pink) strength; mass floored so MINI stays positive.
(Lives here, not buffs.ts, because the pure mapping must stay THREE-free for
the bare-node test; BuffSystem already forwards mods.size/massMul unchanged.)
- paint/coverage-math.test.ts: +MEGA/MINI/fight cases (48 assertions pass).
- course/zones.ts: installZones lays RED/GREEN/BLUE puddles down the centre line
and the PURPLE(left)/PINK(right) fork onto the machine district — a pressure
plate (baseMass*1.25) + boot on the MEGA lane, a visibly-low pink tunnel
(underside y≈1.12) on the MINI lane. Returns cannon configs for integration.
- demo (demos/lane-g.html + src/demo/lane-g.ts): drive the zones, F = hands-free
hold-forward, 1-4 teleport to each zone, live coverage/size/mass + plate HUD.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>