`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> |
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|---|---|---|
| .claude | ||
| assets | ||
| demos | ||
| docs | ||
| lanes | ||
| public/assets | ||
| scripts | ||
| src | ||
| tools | ||
| .gitignore | ||
| deploy.sh | ||
| editor.html | ||
| GDD.md | ||
| index.html | ||
| package-lock.json | ||
| package.json | ||
| README.md | ||
| tsconfig.json | ||
| vite.config.ts | ||
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.