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> |
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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.