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type-two 333f11b9db feat(blob): honour surface tags — oil luge, water rinse, drag
The controller now resolves the surface under the blob from the ground
collider's userData.surface (the course already tags them) and reacts:
- slip (oil/ice): steering-scrub + brake throttled ~0.1x → you luge across,
  and even a grippy green blob slides (Min friction combine beats grip);
- drag (honey/mud/water): horizontal speed bleeds off (sticky/heavy feel);
- rinse (water): a small periodic paint:request-cleanse — an underwater
  shortcut costs you your loadout (GDD §5.5).

The surfaces.ts framework existed but nothing in the game consumed the
behaviour tags; this wires it, per that file's own "the controller queries the
surface" contract. Added a demo oil slick (applySurface 'oil' + Min combine) on
the machine-pad centre lane. Browser-verified: on oil the blob slides ~2.7u vs
0.42u on normal ground; resting on the milk river rinsed red 56.7% → 35.7% in
2s. honey-climb and mud-antipaint left as marked ponytail TODOs. build green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 14:59:20 +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(blob): honour surface tags — oil luge, water rinse, drag 2026-07-19 14:59:20 +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 Custom-assets pill in game, deploy size guard 2026-07-19 12:39:09 +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 Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E 2026-07-17 19:55:43 +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 Wire the Workshop: registry boot, course.tramp slot, editor in the production build 2026-07-19 12:32:23 +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.