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type-two 2777a580c9 feat(paint): ORANGE = BOUNCE — plug in the buff that was wired but dead
`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>
2026-07-25 23:08:51 +10:00
.claude Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E 2026-07-17 19:55:43 +10:00
assets M0 playable slice: lanes integrated, machine chain staged, hidden-tab hardening 2026-07-17 20:50:16 +10:00
demos fix(editor): stop the workshop destroying the user's work 2026-07-19 12:13:07 +10:00
docs harden asset runtime: guard the swap path, bound the boot, reconcile slots 2026-07-19 12:12:07 +10:00
lanes harden asset runtime: guard the swap path, bound the boot, reconcile slots 2026-07-19 12:12:07 +10:00
public/assets Lane I: asset runtime — manifest, registry, slot hooks, IndexedDB overrides 2026-07-19 11:37:08 +10:00
scripts harden asset runtime: guard the swap path, bound the boot, reconcile slots 2026-07-19 12:12:07 +10:00
src feat(paint): ORANGE = BOUNCE — plug in the buff that was wired but dead 2026-07-25 23:08:51 +10:00
tools M0 playable slice: lanes integrated, machine chain staged, hidden-tab hardening 2026-07-17 20:50:16 +10:00
.gitignore Lane I: asset runtime — manifest, registry, slot hooks, IndexedDB overrides 2026-07-19 11:37:08 +10:00
deploy.sh fix(deploy): serve at monsterrobot.games/games/blobbo/ (relative base) 2026-07-22 11:22:12 +10:00
editor.html fix(editor): stop the workshop destroying the user's work 2026-07-19 12:13:07 +10:00
GDD.md GDD v0.1: full design doc, idea capture, MODELBEAST farm client + concept wave 1 2026-07-17 18:15:56 +10:00
index.html feat(mobile): touch controls + portrait camera — BLOBBO is playable on a phone 2026-07-25 22:49:49 +10:00
package-lock.json Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E 2026-07-17 19:55:43 +10:00
package.json Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E 2026-07-17 19:55:43 +10:00
README.md GDD v0.1: full design doc, idea capture, MODELBEAST farm client + concept wave 1 2026-07-17 18:15:56 +10:00
tsconfig.json Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E 2026-07-17 19:55:43 +10:00
vite.config.ts fix(deploy): serve at monsterrobot.games/games/blobbo/ (relative base) 2026-07-22 11:22:12 +10:00

BLOBBO

Fall Guys × Splatoon × Micro Machines: wobbly blob racers on giant Rube-Goldberg courses where the paint that lands on you is your loadout — relative % coverage per colour = your buffs, weight, and size.

  • GDD.md — the design document (v0.1, in review). Start here.
  • docs/IDEA.md — the original raw idea capture (2026-07-17).
  • tools/mb.py — MODELBEAST farm client (concept art / mesh gen on the local render farm). tools/concept-wave-1.json = first asset wave.
  • assets/concepts/ — generated concept art (review gate for the mesh wave).

Status: pre-production. GDD under review; next step is per-lane execution instructions (see GDD §11) once features are signed off.