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type-two fef136dfbc feat(machine): paint-mine — first-through floor panels
A new createPaintMine contraption: a floor panel that arms, and on step-on
TELEGRAPHs (~0.35s) then bursts — douses whoever's on it with a cluster of
paint splats (reliably crossing the buff threshold) and pops them with an
impulse. `once` (default) makes it a first-through-only trap that reads as
spent afterward and re-arms on race:respawn, so the solo time-trial stays
repeatable. Reward vs hazard is pure config.

Placed two on the centre line of Breakfast Rush: a GREEN reward (launches you
forward, ~59% grip douse) and a PURPLE hazard (grows you MEGA and shoves you
off the fast line). Reuses the existing trigger (dynamicBodiesInBox),
telegraph, and paint:request-splat wire — no new systems. Browser-verified:
coat + pop + spent-look + re-arm all fire; typecheck + build green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 14:21:05 +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(machine): paint-mine — first-through floor panels 2026-07-19 14:21:05 +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.