Add Sprint 3 plan and lane prompts: close the game loop
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
1ace50da0f
commit
624a72e458
@ -158,3 +158,60 @@ re-deciding them.
|
||||
> washing line, garden gnome — same one-script determinism + contact-sheet
|
||||
> acceptance; (4) when Lane A's yard is dressed, render a contact sheet of the
|
||||
> assembled yard from the game camera for DESIGN.md.
|
||||
|
||||
---
|
||||
---
|
||||
|
||||
# SPRINT 3 prompts (the game loop — fire all five; B+C pair on item 1)
|
||||
|
||||
Same rules: own clone, own branch, rebase onto latest main FIRST (Sprint 2 is
|
||||
merged; main.js passes debris into rig.step; downdraft data reverted to 0.3
|
||||
with B's assert self-skipping — THREADS' last [I] entry explains why). Read
|
||||
SPRINT3.md in full; decisions 7/8/9 are made.
|
||||
|
||||
## Lane A — Sprint 3
|
||||
> You are Lane A on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
|
||||
> §Lane A. Priority 1 is world.shedTable (unblocks D, ~15 lines). Then the
|
||||
> decision-2 anchor rework with the quad-area assert, the playable prep phase
|
||||
> (wire B's picking adapter, take their preview-rig force-arrows offer), the
|
||||
> HUD (kN bars, telegraph, garden HP via skyfx.rainShadowOver per decision 7,
|
||||
> plant damage-state swaps), forecast card + aftermath screen (score the gnome),
|
||||
> and finish the yard dressing with E's GLBs and sway handles. Retitle the page.
|
||||
> Merge shepherd duties continue. Small commits, selftest green after each.
|
||||
|
||||
## Lane B — Sprint 3
|
||||
> You are Lane B on SHADES 3D, Sprint 3. Rebase onto main and read SPRINT3.md
|
||||
> §B+C and THREADS' last [I] entry — the integrator measured that gust-only
|
||||
> downdraft cannot satisfy your 60% bar and §7 together (0.45→42% + twisted
|
||||
> loses a corner; 0.58→48% + still loses one), so decision 8 adopts your
|
||||
> fraction-of-TOTAL semantics. Pair with C in THREADS: when their weather.core
|
||||
> change lands, re-run your 8-direction sweep, delete the <0.5 self-skip from
|
||||
> your decision-3 assert, and confirm all three §7 legs on the SAME storm JSON.
|
||||
> Log final constants. Then sail UVs with E's sail_weave.png per their recipe.
|
||||
> Also: A may take your preview-rig offer for prep force arrows — support them.
|
||||
|
||||
## Lane C — Sprint 3
|
||||
> You are Lane C on SHADES 3D, Sprint 3. Rebase onto main and read SPRINT3.md
|
||||
> §B+C and THREADS' last [I] entry. Decision 8: change weather.core downdraft
|
||||
> to a fraction of TOTAL wind speed (keep the own-RNG determinism guarantee,
|
||||
> keep speedAt() horizontal, update the validator; rename the JSON field if the
|
||||
> semantics warrant it), then pair with B to land values where their 60% bar
|
||||
> AND the §7 gates are green on the same data. Retune storm_01/storm_02, and
|
||||
> author storm_03 between them so the campaign has a ramp. Decision 7 landed
|
||||
> garden HP on your rainShadowOver — coordinate the API with A as they wire it.
|
||||
|
||||
## Lane D — Sprint 3
|
||||
> You are Lane D on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
|
||||
> §Lane D. The moment A posts world.shedTable in THREADS: close the §7 loop BY
|
||||
> HAND — pickup → carry through gusts (brace when needed) → hold-E repair →
|
||||
> ≥3/4 corners at storm end — and RECORD the run (SHADES.step + screenshots);
|
||||
> that artifact is the sprint's definition of done. Retune stumble/knockdown
|
||||
> thresholds against real storm_02 gusts now that the downdraft is live.
|
||||
> Stretch: the ladder loop (carry, place, ClimbLadder to fascia anchors) —
|
||||
> flag early in THREADS if it's bigger than the sprint.
|
||||
|
||||
## Lane E — Sprint 3
|
||||
> You are Lane E on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
|
||||
> §Lane E. Small juice pass: tear-decal hookup recipe for B (like your weave
|
||||
> recipe), broken-gnome + snapped-fence-panel variants for the aftermath
|
||||
> screen, and refresh the assembled-yard contact sheet once A's dressing lands.
|
||||
|
||||
115
SPRINT3.md
Normal file
115
SPRINT3.md
Normal file
@ -0,0 +1,115 @@
|
||||
# SPRINT 3 — THE GAME LOOP (instructions for Opus 4.8 lanes)
|
||||
|
||||
*Sprint 2 verdict: the storm is real. Merged main boots into a yard with live
|
||||
weather, a walking ped, a rendered sail that cascades believably, debris that
|
||||
dents both cloth and player, rain that stops at the cloth, and 169/0/0 green.
|
||||
What's missing is the GAME around it: you can't rig with the mouse in the shell,
|
||||
can't pick up a spare, can't see loads without the console, and nothing scores
|
||||
the aftermath. Sprint 3 closes the loop so a stranger could play it.*
|
||||
|
||||
Read THREADS.md from the last [I] entry down before starting. Two integrator
|
||||
facts you must absorb: (1) main.js now passes `debris` as rig.step's 4th arg;
|
||||
(2) the downdraft data is back at C's 0.3/0.18 and B's decision-3 assert
|
||||
self-skips below 0.5 — item 1 below is why.
|
||||
|
||||
## Decisions (made)
|
||||
|
||||
7. **Garden HP is driven by `skyfx.rainShadowOver(bed)` during storms.**
|
||||
B and C both recommended it and they're right — at night the sun shadow is a
|
||||
number about nothing. `rig.coverageOver(bed, sunDir)` stays as the daytime
|
||||
shade readout (and becomes the heatwave scorer later). Lane A wires it.
|
||||
8. **Downdraft semantics change to fraction-of-TOTAL wind speed** (B's
|
||||
preference, C's code). Gust-only semantics measurably cannot satisfy both
|
||||
the no-free-lunch bar and §7 survival (numbers in THREADS [I] 2026-07-17).
|
||||
9. **`world.shedTable` is Lane A's, this sprint, first.** It gates D's §7
|
||||
hand-play and it's ~15 lines of dressing.
|
||||
|
||||
## Lane A — finish the shell (the sprint's spine)
|
||||
|
||||
In priority order:
|
||||
1. **`world.shedTable`** — place `shed_01_v1.glb` + `shed_table_v1.glb`, expose
|
||||
`{pos}` (use E's `pickup_anchor` empty if present). Unblocks D immediately.
|
||||
2. **Decision 2 anchor rework** (carried from Sprint 2): posts in to ~(−4.5,5.5)
|
||||
and (4.0,6.0), add p3 near (0,7), register E's tree `branch_anchor_*`
|
||||
(they carry `rating_hint`). New a.test assert: ≥3 pickable quads in 18–45 m²
|
||||
covering the bed. This also fixes B's "cascade at t=0.4 s from pre-tension
|
||||
alone" finding — the yard currently teaches the wrong lesson.
|
||||
3. **Prep phase playable**: wire B's picking adapter (it exists on their branch
|
||||
contract — coordinate in THREADS) to anchor markers + hardware cycling +
|
||||
tension dial + spare purchase, with budget $80. Take B up on their offer of
|
||||
a **preview rig for live force arrows during prep** — DESIGN.md calls this
|
||||
the core teaching tool.
|
||||
4. **HUD**: per-corner load bars in kN vs rating (world-anchored), wind meter +
|
||||
gust telegraph banner, garden HP (decision 7) driving E's
|
||||
plants_full/tattered/dead swaps, phase banner.
|
||||
5. **Forecast card** (storm JSON summary: peak wind, gust character, change
|
||||
time — sell the dread) and **aftermath screen** (garden %, corners lost,
|
||||
hardware bill, verdict line). Enter-to-advance is fine.
|
||||
6. Yard dressing completion: swap graybox house for `house_yardside_v1.glb`
|
||||
(decision 6 — read fascia_anchor_* from the GLB), fence set, washing line
|
||||
(head spins in gusts — E gave you `sway_amp` handles too, use them for the
|
||||
canopy telegraph), wheelie bin into the debris pool, gnome placed in sail
|
||||
range (`collateral_value` 25 — score it in aftermath).
|
||||
7. Retitle the page — it still says M0.
|
||||
|
||||
## Lane B + Lane C — the downdraft semantic (JOINT, do it first, pair in THREADS)
|
||||
|
||||
1. **C**: `weather.core.js` — downdraft becomes a fraction of TOTAL wind speed
|
||||
(sustained + gust), keeping the own-RNG-stream determinism guarantee and the
|
||||
storm-JSON validator (rename the field if semantics change enough to warrant
|
||||
it — e.g. `downdraftOfTotal` — a silently re-meaning field is worse than a
|
||||
rename). Keep `speedAt()` horizontal.
|
||||
2. **B**: re-run the 8-direction sweep at C's proposed values, re-enable the
|
||||
decision-3 assert (delete the <0.5 self-skip — it documents *gust-only*
|
||||
semantics and dies with them), confirm §7 all three legs (cheap cascades /
|
||||
twisted survives / twisted+repair survives) against the SAME data. Log the
|
||||
final constants in THREADS. Both asserts green on the same storm JSON is
|
||||
this item's definition of done.
|
||||
3. **B**: sail UVs + E's `sail_weave.png` per their recipe (uv attribute,
|
||||
repeat 6×6, sRGB) — the membrane should read as fabric, and the tear decal
|
||||
strip is waiting for M3 tearing.
|
||||
4. **C**: storm_03 — author a third storm between gentle and wildnight so the
|
||||
campaign has a ramp (and the forecast card has range to sell).
|
||||
|
||||
## Lane D — close the §7 loop by hand (gate 3)
|
||||
|
||||
1. The moment A posts `world.shedTable`: verify the full loop live — pick up
|
||||
spare (PickUp → Carry/CarryIdle), run it through gusts (shelter on C when
|
||||
needed), hold-E repair at the blown corner (Crank/repair, spare consumed),
|
||||
rig finishes ≥3/4. **Record the run** (SHADES.step + screenshots, or a
|
||||
screen capture) — this artifact is the sprint's definition of done.
|
||||
2. Wire `StumbleBack` vs full knockdown thresholds against real storm_02 gusts
|
||||
with C's downdraft — the brace mechanic (hold C) changes the tuning you did
|
||||
pre-merge.
|
||||
3. Ladder: E shipped `ladder_01_v1.glb` with base/top nodes and you have
|
||||
ClimbLadder — if fascia repairs are meant to need it (DESIGN.md says yes),
|
||||
land carry-ladder + place + climb as the stretch goal; flag early if it's
|
||||
bigger than this sprint.
|
||||
|
||||
## Lane E — juice pass (small)
|
||||
|
||||
1. Sail tear decals hookup notes for B (you shipped the atlas; write the
|
||||
two-line recipe like you did for the weave).
|
||||
2. Aftermath props: broken-gnome variant (`garden_gnome_01_broken`), snapped
|
||||
fence panel — the aftermath screen wants wreckage to point at.
|
||||
3. Assembled-yard contact sheet refresh once A's dressing lands (your Sprint 2
|
||||
item 4, still open — the yard finally looks like the game this week).
|
||||
|
||||
## Gates
|
||||
|
||||
```
|
||||
gate 1: A-1 lands → D starts closing the loop
|
||||
gate 2: B+C downdraft semantic → both physics gates green on one storm JSON
|
||||
gate 3: prep→storm→aftermath playable start to finish with the mouse,
|
||||
§7 scenario ON RECORD, selftest green
|
||||
```
|
||||
|
||||
Definition of done = gate 3. That is also the moment SHADES stops being a tech
|
||||
demo — get there and the next conversation is about content (storms, sites,
|
||||
the landscaper campaign), not systems.
|
||||
|
||||
## For John
|
||||
|
||||
- Nothing blocks on you this sprint. The M1 stays an asset-build box.
|
||||
- When gate 3 lands you'll want to actually play it: `python3 server.py` in the
|
||||
repo, http://localhost:8801/ (or --port anything), WASD/shift/E/C/Enter.
|
||||
Loading…
Reference in New Issue
Block a user