type-two
827b39be2e
Merge lane-b: paint skin, coverage, buffs, cannons, HUD (drop tracked build junk)
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 20:18:46 +10:00
type-two
72d8c7ca80
Merge lane-a: blob controller, feel layer, camera, greybox course
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 20:18:28 +10:00
type-two
c169bf73aa
Untrack node_modules and dist (foundation commit slip)
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 20:14:45 +10:00
type-two
eed2eb2646
Lane B (Paint): splat pipeline, coverage compute, buff/threshold framework
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The core invention: paint lands on the blob body where projectiles hit, live
per-colour coverage % is computed from a quantized UV mask, and coverage drives
buffs per GDD §6 MVP subset (RED speed+embers, GREEN grip, BLUE waterproof,
total→mass, 20% activate / 70% super+glow).
- src/paint/skin.ts PaintSkin: Canvas-2D mask on mesh UVs → CanvasTexture;
splatAtPoint raycasts impact→face UV; dual soft-canvas
+ hard quantized-index mask so coverage is exact
integer bucketing (never getImageData); 250ms cache;
scrub-hole cleanse; U-seam wrap.
- src/paint/coverage-math.ts pure, unit-tested: countBuckets, coverage report,
buffStrength, computeModifiers.
- src/paint/cannon.ts PaintCannon: gravity-arc glob projectiles (manual
swept sphere test), target-leading ballistic solve,
fires on interval AND machine:signal; emits paint:splatted.
- src/paint/buffs.ts BuffSystem: coverage→modifiers each step + ember trail
(additive Points) + super-state emissive pulse.
- src/paint/hud.ts PaintHUD: per-colour bars + active buff kit (throttled).
- src/paint/index.ts exports + installPaint() wiring the inbound Lane C
protocol (request-splat proximity-gated / request-cleanse).
- src/demo/lane-b.ts stub ball orbiting a RED and GREEN cannon; HUD live;
debug keys for fire/signal/flood/cleanse/pause.
- src/paint/coverage-math.test.ts 32 assertions (node --experimental-strip-types).
build: tsc strict + vite pass. No edits outside owned paths; contracts frozen.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 20:13:30 +10:00
type-two
4b08ba65ac
Lane A: blob controller, feel layer, follow camera, greybox
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- src/blob/createBlob.ts: rotation-locked dynamic ball + clean UV-sphere body
mesh (untouched UVs for Lane B) + cosmetic eyes; implements frozen Blob.
- src/blob/controller.ts: fixed-step System. Camera-relative WASD via impulses,
buffered+coyote jump, grounded raycast, emits blob:jumped/blob:landed. Reads
blob.modifiers every frame: speedMul, jumpMul, massMul, grip, size.
- src/blob/feel.ts: the comedy engine. Underdamped springs for landing squash,
jump stretch, inertial jelly lean, idle breathing + run bob; base-pivoted so
squash plants on the floor. Driven by the frozen wire events. glow -> emissive.
- src/blob/camera.ts: soft-follow third-person cam with position lag, yaw ease
behind travel, and FOV kick at speed.
- src/course/greybox.ts: Breakfast Rush greybox — start plateau, ramp, gap jump,
slope, translucent milk river (surface:water), machine drop area, finish pad.
- src/demo/lane-a.ts: boots world+greybox+blob, HUD + once/sec state log, debug
keys 1/2/3 (speed/jump/size) plus 4/5/6 (mass/grip/glow), 0 reset, R respawn.
npm run build passes (tsc strict + vite). Owned paths only.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 20:11:55 +10:00
type-two
969f602dd4
Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E
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Fixed-step world runtime, event bus wire protocol between lanes, integration
seam (game.ts) with placeholder ball. Lanes A/B/C own disjoint dirs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 19:55:43 +10:00
type-two
2cf8211caa
Concept wave 1 complete: 8/8 images off the farm
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 18:21:04 +10:00
type-two
7a02a09b1f
Ignore pycache
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 18:16:24 +10:00
type-two
1506c12759
GDD v0.1: full design doc, idea capture, MODELBEAST farm client + concept wave 1
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Fall Guys x Splatoon x Micro Machines — paint-coverage-as-loadout blob racer.
GDD.md is the review artifact: feature tiers, draft 7-colour buff table,
tech recommendation (web-first three.js+Rapier), milestones, Opus 4.8 lanes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 18:15:56 +10:00