Fixes the live finding that a racer can finish with 0% paint. Paint is now ROUTE-guaranteed by ground puddles, and colours come in single-colour zones so buffs actually cross the 20% threshold. - paint/puddles.ts: PaintPuddle + installPuddles. Flat coloured strips (no collider) that stamp the blob's underside via skin.splatAtPoint on a ~6/s cadence while rolling through, emitting paint:splatted. The body doesn't physically tumble (rotations locked), so an accumulated roll phase walks the contact point along the travel great circle — a straight run paints a stripe and coverage climbs instead of piling on the south pole. - paint/coverage-math.ts: extend computeModifiers with purple MEGA (size→1.45 + heavier) and pink MINI (size→0.62 + lighter than clean at high %). They fight: net size uses (purple − pink) strength; mass floored so MINI stays positive. (Lives here, not buffs.ts, because the pure mapping must stay THREE-free for the bare-node test; BuffSystem already forwards mods.size/massMul unchanged.) - paint/coverage-math.test.ts: +MEGA/MINI/fight cases (48 assertions pass). - course/zones.ts: installZones lays RED/GREEN/BLUE puddles down the centre line and the PURPLE(left)/PINK(right) fork onto the machine district — a pressure plate (baseMass*1.25) + boot on the MEGA lane, a visibly-low pink tunnel (underside y≈1.12) on the MINI lane. Returns cannon configs for integration. - demo (demos/lane-g.html + src/demo/lane-g.ts): drive the zones, F = hands-free hold-forward, 1-4 teleport to each zone, live coverage/size/mass + plate HUD. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|---|---|---|
| .claude | ||
| assets | ||
| demos | ||
| docs | ||
| lanes | ||
| src | ||
| tools | ||
| .gitignore | ||
| deploy.sh | ||
| 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.