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type-two e06e17296e feat(course): Butter Run — the oil-luge course
Third course (?course=butter), pure data. Surfaces are the star: two long
butter/oil strips form the fast centre line where steering barely works
(slip: scrub x0.12, brake x0.08 — commit and ride), while the safe side lanes
weave through staggered slalom walls. A CROSSWIND fan blows across the gap
between the strips; the fan applies equal impulse to every body, so mass is
the counter — pop the purple weight-bubbles before the luge (MEGA = heavy) and
the wind barely moves you, run in light and it shoves you into the slalom.
Paint = weight = route, no new mechanics. Red start cannons hand out BURN
speed; two checkpoint pairs (pre/post-luge); flat floor, no fall-outs.

Course switcher now cycles breakfast -> toaster -> butter -> breakfast (the
see-saw lab stays URL-only — it's a tuning rig, not a course).

Verified: course builds clean (strips/walls/posts/bubbles/finish all present,
centre lane trap-free), the controller's ground ray resolves the strips to
{surface:'oil'} friction 0.04 (the exact input the previously-verified slip
branch consumes), no console errors, tsc + build green. Note: motion *feel*
not measurable in the test harness (background tab throttles the sim to ~1
step/s) — the slip code path is identical to Breakfast Rush's verified patch.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 17:14:22 +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): Butter Run — the oil-luge course 2026-07-20 17:14:22 +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.