- game.ts: a forgotten Workshop swap otherwise reads as a broken game with no way back; the pill says what is on and links to the Workshop. hasOverrides() existed in idb.ts and nothing called it. - deploy.sh: fail if dist/ exceeds 10MB. stage-farm-assets.sh copies 43MB of raw GLBs into public/, vite copies public/ into dist/, and deploy rsyncs all of dist/ — I hit exactly this while browser-testing (47MB build). Browser-verified end to end: stock boot clean (44 scene children, blob r=0.5, no console errors), Workshop lists all 18 slots, real .glb drop swaps the stage, Save writes a raw ArrayBuffer manifest, the game loads it (120k-tri boot renders in-game), pill appears, Clear restores the stock scene exactly. Co-Authored-By: Claude Fable 5 <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.