PROCITY/README.md
type-two c9e233a7e5 Fable (integrator): ROUND 34 CLOSED — GODBAY hammers, all green; v7.0 needs only the first five minutes
qa.sh --strict --matrix: 7 passed · 0 failed · 0 warn · 0 skipped, MATRIX 10 towns green. New
STRICT smoke_godbay: consigned through the real crate DOM · ONE-HAMMER determinism (a frozen
pre-sleep export slept twice lands byte-identical — the seeded gavel, measured not trusted) ·
honest bounded resolution (net $19 ≤ 2×$24×0.88) · the wake toast carried the morning paper ·
the ride to melbourne hammered a listing on arrival · ?game=0 has no crate to list from · 0
console errors. Money shots in docs/shots/v7_beta/ (the dawn paper + the ⚖ crate). The full
v7 loop now closes end to end: dig the gem → keeper cash now or the gavel tomorrow → the
wantlist points at another town → the ride costs a day and hammers your listings on arrival.
Remaining for the v7.0 tag: THE FIRST FIVE MINUTES (onboarding), the tour, docs freeze — and
John's hands on the whole thing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 19:32:06 +10:00

165 lines
12 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# PROCITY
A standalone, procedurally generated, fully walkable 90s-Australian shopping town — every
building enterable (the Vuntra City trick), every interior seeded and themed: record stores,
op shops, toy shops, book barns, video rental, pawnbrokers, milk bars, market stalls. Built on
the proven house stack (three.js r175 vendored, plain JS, no build step) and the asset DNA of
90sDJsim + thriftgod. v1 is the *system*; the GODVERSE/BaseGod real-item content plugs in later.
## Run
```
cd web && python3 -m http.server 8130
# http://localhost:8130 (game shell — Lane B)
# http://localhost:8130/map.html (2D plan debugger — Lane A)
```
## The manual — how to play (private test)
Click **START** to lock the mouse. Then:
| input | does |
|---|---|
| **W A S D** + mouse | walk / look (first person) |
| walk into a shop door | enter the interior (open shops only — check the hours tooltip) |
| **E** (inside a shop) | open the crate at a record bin — then it's cursor-driven: click sleeves to riffle, click BUY |
| **E** (at the counter) · **C** (anywhere) · **SLEEP** (bottom bar) | sell a find to the keeper (he pays under the **guide band**, never over) · open THE CRATE — your collection, in shops too now · sleep = save, the day advances, stock rotates |
| read the **guide** stamp on every price card | the 90s price-guide band ("guide $824"). An item **asking under its band is a gem** — buy it, sell it to a keeper, pocket the margin. Bought slots stay gone for the day (the bin remembers) |
| **☆ WANT IT** on a pull card | start hunting it — keepers gossip ("saw one in Castlemaine"), and buying one clears the hunt. **Switching towns costs a day** — the 23 towns are a map now, not a dropdown |
| **⚖ LIST** in the crate | consign a find to **GodBay** — the auction hammers overnight (sleep or ride somewhere). One hammer per item, ever: keeper cash now, or the gavel tomorrow |
| click a book spine / toy box | pull-and-buy card (real price stickers in godverse shops) |
| walk out the door / **Esc** | leave the shop (Esc also frees the mouse anywhere) |
| **M** | 2D town map (street only) |
| **[** / **]** | step time of day back / forward · **T** pauses the clock |
| **P** | capture screenshots (street) |
| HUD dropdown (top-left) | switch towns — synthetic, fixtures, 23 real AU towns, godverse |
Worth trying: `?classic=1` (the original v2 town, byte-identical forever) · `?noassets=1`
(zero-network boot) · `?stock=real` in a godverse town (Monster Robot Party's actual crate) ·
`?seed=<n>` (any number = a different town). Night is when the gigs happen — step time with `]`.
## Read first
- **`docs/CITY_SPEC.md`** — the treaty: schema, units, seeds, budgets, file ownership.
- **`docs/V7_THE_GAME.md`** — the CURRENT epoch (ratified): persistence, the collection, the
gem thrill. `docs/V6_LIVING_STREET.md` runs in parallel (mocap NPCs, footpaths, cars).
- **`docs/THE_FRONTIER.md`** — the honest map of what is not figured out yet.
- **`docs/RESEARCH.md`** — what the parent repos already solved, with exact paths to port from.
## The lanes (parallel Opus 4.8 sessions)
Each lane is a self-contained prompt. To run one, start an Opus session in this repo and say:
**"Read docs/LANES/LANE_X_….md and execute it."** AE are parallel-safe (disjoint files,
standalone test pages); F integrates after they land.
| lane | mission | owns |
|---|---|---|
| [A — CITYGEN](docs/LANES/LANE_A_CITYGEN.md) | seed → CityPlan data (streets, blocks, lots, shops) + 2D map | `js/citygen`, `js/core/registry.js`, `map.html` |
| [B — STREETSCAPE](docs/LANES/LANE_B_STREETSCAPE.md) | chunk-streamed instanced 3D town + game shell | `index.html`, `js/world` |
| [C — INTERIORS](docs/LANES/LANE_C_INTERIORS.md) | every door opens: seeded themed shop interiors | `js/interiors`, `interior_test.html` |
| [D — CITIZENS](docs/LANES/LANE_D_CITIZENS.md) | rigged-near / impostor-far NPCs + shopkeepers | `js/citizens`, `citizens_test.html`, `models/` |
| [E — ASSETS](docs/LANES/LANE_E_ASSETS.md) | audit ultra's library, normalize GLBs, skins, manifest | `pipeline/`, `assets/` |
| [F — INTEGRATION](docs/LANES/LANE_F_INTEGRATION.md) | wire AE into one seed-to-town game + QA gates | (after AE) |
## Already in the repo
- `web/vendor/` — three.js r175 + addons (vendored from 90sDJsim; no CDN at runtime).
- `web/assets/gen/` — 69 generated texture skins (25 shopfront facades, 10 skies, 10 grounds,
8 wallpapers, 16 interior surfaces) inherited from thriftgod + 90sDJsim, style-locked.
- `web/js/core/` — frozen shared modules: `prng.js` (seeded-everything law), `loaders.js`
(fail-soft promise-cached GLB/texture + 3GOD depot), `canvas.js` (text planes).
## House laws (short form — CITY_SPEC has the fine print)
Seeded everything, `Math.random` banned in gen code · the game must run with zero assets ·
instancing from day one · canvas text, no font files · characters = shared base rigs + one
clip bank, canonical sources live outside this repo · 🟢 web-ok licensing only.
## v3.1 — THE FLIP: the town shows its best by default
The Friday-night layer soaked through alpha, beta, and the v3.0 release — so **v3.1 flips it on by
default**, and the mature v2 flags flip with it. Boot the plain URL and each town seeds **24 venues**
(pub, band room, RSL) with a **full seeded week of gigs**, town-wide **posters**, and a Friday night that
reads: a **4-piece band** (trio + a **seated drummer**) with real instruments, a mixed **crowd**, an
outdoor **queue**, a per-venue **cover charge**, muffled **gig spill** + **walla and applause**,
town-wide **streetlamp pools**, and **identity continuity** — the ped you followed in is in the crowd.
Plus **weather**, the **tram**, and the parallax interior-**window shader**, all live by default.
**The covenant moved, it didn't disappear.** `?classic=1` boots the **exact v2 town** — byte-identical
forever (synthetic golden `0x3fa36874`, zero gig layer, zero fetch delta). That is the new frozen
regression target; the default boot is deterministic to the gig golden `0xb1d48ea1`. Asset-free
(`?noassets=1`) composes with the default boot and stays silent-and-fine.
**Flags** — the four headliners are **ON by default**, each with a `=0` opt-out; `?classic=1` is the
master off:
| flag | default | what |
|---|---|---|
| `?classic=1` | off | **the exact v2 boot** — all four below off, byte-identical to the frozen baseline |
| `?gigs=0` | **on** | the gig district — venues, week schedule, band/crowd/queue, cover, posters, night pass |
| `?weather=0` · `?tram=0` · `?winmap=0` | **on** | seeded weather · the tram loop · the parallax interior-window shader |
| `?roster=v1` · `?pop=N` | stream | chunk-streamed citizen density is the baseline; `?roster=v1` restores the fixed roster |
| `?dig=0` · `?stock=real` | dig on | crate-riffle on record bins · real GODVERSE sleeves in the stock |
| `?live=1` · `?live=<url>` | **off** | **tier 2** — live stock from the GODVERSE server (sold-in-the-real-shop means gone in the game). Opt-in by design: absent ⇒ byte-identical to tier 1, and the game never asks a question it has no reason to expect an answer to |
| `?noassets=1` · `?plansrc=osm` · `?mute=1` · `?dbg=1` | off | asset-free (zero network) · OSM plan source · silence · the `window.DBG` capture/soak harness |
| `?plansrc=osm&town=<key>` | — | boot a **real Australian town**: fixtures `melbourne`/`katoomba`/`silverton`, or a real OSM cache `bendigo_real`/`castlemaine_real`/`fremantle_real`/`katoomba_real`/`newtown_real` (ODbL, `web/assets/towns/SOURCES.md`). **REAL ROADS:** a cache with `roads[]` (schema v2) builds the CityPlan street graph from the town's **actual OSM streets**; without `roads[]` a cache marches onto synthetic avenues. Or just **pick a town from the HUD selector** — no URL needed |
## v4.0 — THE REAL MAP: the towns *are* the product
**23 real Australian towns — 1,210 real shops, every state and territory — on their actual streets.** Not
"inspired by": Fitzroy's shops sit on Fitzroy's roads, at their real positions, because the pipeline eats
OpenStreetMap and marches it through the same CityPlan contract the procedural town uses. **Pick one from
the in-HUD selector and walk it.** Everything built across v1v3 comes along unchanged — the venues and their
seeded week of gigs, the 4-piece band with the seated drummer, the crowd that follows you into the pub, the
interiors behind every door, weather, the tram — because they all hang off the plan contract and never had
to know the geography got real.
The towns run from **meccas** (Fitzroy, 160 shops) to the **thin tail** (12), at real retail density: the
secondhand heroes keep their footfall while the street around them gets ~4× busier — texture, never a
takeover. Venues bias to the retail heart. The tram only runs where it fronts a real high street (elsewhere
it was honestly "a highway bus", so it's fenced). Everything stays **deterministic from the seed**, silent
under `?noassets=1`, and **`?classic=1` still boots the exact v2 town, byte-identical forever** (`0x3fa36874`).
**The tour:** [`docs/shots/release_v4/contact.html`](docs/shots/release_v4/) — the Fremantle hero, the
Fitzroy mecca, the thin tail (labelled honestly: the floor is shops-per-street-metre, and Toowoomba is
below it), the synthetic control, and the `?classic=1` covenant made visible. Charter:
[`docs/V4_REAL_MAP.md`](docs/V4_REAL_MAP.md) · data + licences (ODbL):
[`web/assets/towns/SOURCES.md`](web/assets/towns/SOURCES.md).
## v5.0-alpha — THE FIRST REAL CRATE: the shops get real too
**v4 made the towns real. v5 makes the shops real** — and the first one is standing.
Boot `?plansrc=osm&town=redhill_godverse&stock=real`, walk down **Musgrave Road** into **Monster Robot
Party** (147 Musgrave Rd, Red Hill, Brisbane — a real record shop), and riffle its crate. The records in
it are **that shop's real stock**: 120 real records off its real point-of-sale, real covers, real titles,
real prices. Buy one and the wallet debits what the sticker says. It's gone for the session and back next
boot — because until the live tier lands, the crate is a **file**, not a shop's ledger.
**Stock is a data tier now**, exactly like assets — each rung fully playable, each degrading softly to
the one below, so the game never depends on a server to be a game:
| tier | what | deterministic? |
|---|---|---|
| **0 · parody** | seeded canvas sleeves (v1) — any boot, always works | yes — the QA baseline |
| **1 · static real** | per-shop atlases baked from the shop's own POS | yes — atlases are files |
| **2 · live GODVERSE** | `?live=1` — live stock off the real till: **sell a record in the shop and it's gone from the game crate** | **no — by design** |
**The offline law:** the server enriches, never gates. `?noassets=1` still fetches **zero bytes** and plays
silent-and-fine; a shop whose atlas is missing falls soft to parody rather than borrowing someone else's
crate; and **`?classic=1` still boots the exact v2 town, byte-identical forever** (`0x3fa36874`). The
world stays seeded and golden-gated — only the *stock inside it* is data.
**Provenance:** item photos are each shop's own product shots, 🟢 in-house — **flagged before any public
or commercial release**, and every atlas carries that flag where the QA gate must print it. Real titles
and artists are an in-house amendment to the no-real-trademarks law, on the same footing. **Nothing an
in-game purchase does touches real inventory** — v5.0 ships sell-sandboxed by ruling; a real reservation
tier is chartered for v5.x, not assumed. Charter: [`docs/V5_REAL_SHOP.md`](docs/V5_REAL_SHOP.md) ·
economy design: [`docs/G3_ECONOMY_DESIGN.md`](docs/G3_ECONOMY_DESIGN.md).
| `?seed=N` | `20261990` | town seed |
**Release tour:** [`docs/shots/release_v3_1/contact.html`](docs/shots/release_v3_1/) — the money shots on
the default boot, plus a `?classic=1` before/after. **QA:** `tools/qa.sh --strict` (classic regression +
default-boot gate + smokes + no-giants) `--soak` (the full-week soak); the seated drummer passes the
no-giants gate at the seated stature band `[0.9,1.5] m`.