createColorGate: a portcullis that stays shut unless an approaching blob carries enough of a keyed colour (integration injects `qualifies()`, so the part never imports the paint lane), then slides into the floor and closes behind. GDD §5.4 colour-keyed shortcut — closes the core loop solo: the course paints you, and being painted opens your route. Placed a GREEN gate on the centre lane before the finish with short flank walls (clear of the fork exits): roll over the green reward mine upstream → arrive green → the gate opens for a straight shot; arrive un-green → detour around. Door animation lives in the FIXED step, not onFrame — the door is a collider, and onFrame stalls in a hidden tab (the lesson telegraph.ts/BucketDump already learned; hit and fixed here). Browser-verified all three cases: opens on green (59-74%), stays shut for a non-green blob in the zone, closes when the blob leaves. typecheck + 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.