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type-two 67921925f5 feat(course): data-driven courses + a second course (Toaster Alley)
A course is now a plain data object (boxes + machines + cannons + spawn/finish)
built by buildCourseFromSpec, which dispatches to the greybox box builder and
the Lane C machine factories. New courses are DATA, not a game.ts fork; load one
with ?course=<name>. Added COURSES.toaster = Toaster Alley, a flat, reliably
completable second level that puts the never-placed FAN into play (tailwind) and
reuses the mine→gate loop from a spec.

game.ts refactor: Breakfast Rush's tuned build moves verbatim into
buildBreakfastRush (returns its finish box); installGame picks the course by
?course=, parametrises the race loop's finish + respawn spawn, keeps a per-course
best time, and adds a small on-screen course switcher. Breakfast Rush is
untouched behaviourally (greybox now builds after the blob — colliders still
exist before the first physics step).

Deliberately NOT done: porting the finely-tuned Breakfast Rush to a spec (no
gameplay gain, real regression risk), and placing a see-saw (it's a supported
spec kind but wants an elevated bridge = deliberate level design).

Browser-verified: Toaster Alley completes end-to-end (best 4.73s saved under its
own key, green mine→gate loop opens the line); Breakfast Rush unchanged (spawns
on the plateau, crosses the gap-jump, puddles paint it). tsc + vite build green;
all 10 test suites pass (360 assertions).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 15:19:09 +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(course): data-driven courses + a second course (Toaster Alley) 2026-07-19 15:19:09 +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.