Commit Graph

16 Commits

Author SHA1 Message Date
type-two
8e4d13b72b Decree two: construction buildup anims, Boombox Crates, real faction flags, character portraits
* All 17 buildings now RISE out of the ground behind a pink scan line when
  built (tools/make_anims.py generates 7-frame make sequences; WithMakeAnimation
  on the building template).
* Boombox Crates: neutral pickups spawn on a timer (max 4). 500 records usually,
  1500 jackpot sometimes, bass_ring feedback trap rarely. Locomotors crush
  crates to collect, classic style.
* Lobby faction flags are real now: MRP record, Stream play button, split '?'.
* MC 8-TRACK and ASSISTANT portraits generated for briefings/press kit.
* Balance ledger updated: first aura-era match went to Stream (runaway flag);
  full ledger M M M | S S | M | S — boundary variance, no knee-jerk tune.

Smoke-tested PASS on arena and m01 with everything live.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 19:53:36 +10:00
type-two
8945a6a06b Creative direction: sound as territory, VISION.md, keyart, needle-drop launch
Signature mechanic — auras make sound physical:
 * In The Mix (MRP): allied units within 5 cells of an Amp Stack get +25%
   firepower, pink note decoration. Amp placement is now forward strategy.
 * Low Latency (Stream): allied units within 5 cells of an Edge Node move 30%
   faster, blue chevron decoration. The datacentre build-radius creep now has a
   combat identity to match the lore.
Pure YAML: ProximityExternalCondition -> ExternalCondition + multipliers.

Also: VISION.md (five pillars, one page), THE DROP/SHUFFLE launches now play a
procedural vinyl needle-drop crackle (33rpm rumble + dust pops), and generated
cinematic keyart wired into the loadscreen stripe.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 19:41:32 +10:00
type-two
9bca0f99c2 Juice pass: living buildings, battle scars, screen shake, living menu, Stream buffs
* All 19 structures now breathe: procedural pulse-glow animation generated from
  each sprite's own lit pixels (tools/animate_sprites.py), 6 frames at 130ms.
  WithSpriteBody PlayRepeating()s multi-frame idles, so no trait changes needed.
* Big explosions leave scorch smudges on the ground (SmudgeLayer + LeaveSmudge
  on bass_ring, both superweapon impacts, and building deaths).
* Buildings shake the screen when they die (ScreenShaker + ShakeOnDeath).
* The main menu is alive again: shellmap split into two lua-driven sides that
  skirmish forever. No Bot: players, so no order-manager stall.
* Stream buffs owed by telemetry: bufferbot HP 3500->5000 (survives a second
  seven-inch), drmwalker 750, scraper capacity 18.

Verified: arena smoketest PASS with all changes, shellmap lua confirmed live.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 18:45:51 +10:00
type-two
c09da56dbe Mission 02: CRATE DIGGERS — timed raid with no base building
Strike force + The Selector against a Stream transcoder outpost; 6-minute
countdown shown via SetMissionText, master lacquer is cut (killed) if the timer
beats you. Adds the lacquer prop (deliberately untargetable) and ScriptTriggers
on all actor templates, without which Trigger.OnKilled throws at map load.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-25 23:11:20 +10:00
type-two
bffe4e088a Fix two runtime-only bugs found on first live run: missing sidebar icons for the 4 facing-sheet units, and waxseed needing QuantizeFacingsFromSequence
Adds tools/check_assets.py — check-yaml does NOT resolve sprite file paths, so a
missing PNG only crashes at map load. This catches it statically.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-25 22:20:38 +10:00
type-two
5255aeeb1f Round 5a: heroes (The Selector, The Curator), air (45 Flyer, Compression Drone) with pads + Aircraft queue/tab, scouts (Boom Bike, Crawler), 5 weapons, wax seep regrowth on all maps
Wax seeps fix the economy flatline the arena telemetry exposed: both bots hit
cash=0/stored=0 from tick 6250 with no way to recover.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-25 19:08:13 +10:00
type-two
975f305fa1 Round 4: balance-arena harness with lua telemetry, minimap radar, damage smoke, harvester-attack warning, Needle Drop + Compression maps
Fixes a critical bug: undeployed MCV vans now count for short-game survival —
previously every match ended at tick 1 (all players 'defeated', local player
'won'). The bot-vs-bot shellmap claim from earlier rounds was invalid for the
same reason: shellmaps stall with Bot: players and matches insta-ended. The
arena map + tools/balance_report.py is the real, verified harness.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 02:09:20 +10:00
type-two
20c83ee3f0 Round 3: superweapons — THE DROP (mastering) and THE SHUFFLE (Algorithm obelisk), support power palette, charge bars, announcer lines, AI fires them
Some checks are pending
Continuous Integration / Linux (.NET 6.0) (push) Waiting to run
Continuous Integration / Linux (mono) (push) Waiting to run
Continuous Integration / Windows (.NET 6.0) (push) Waiting to run
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 17:07:00 +10:00
type-two
a870c4a2a6 Defense turrets: Horn Pit (MRP) and Ad Tower (Stream), AI builds them
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 16:51:19 +10:00
type-two
7a02ca19fd Round 2: 16-facing rotating vehicles, projectile/explosion effects, death booms, real terrain + wax crystal art, Pressing District 4-player map
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 16:48:13 +10:00
type-two
2362a04605 Phase D+F: real MODELBEAST art for all 23 actors + icons, MC 8-TRACK announcer, 3-track ACE-Step soundtrack, emblem branding
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 04:51:31 +10:00
type-two
7bb6e649f7 Phase E: The Stream faction (9 actors), Wax AI bot for both factions, bot-vs-bot shellmap battle
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 04:40:06 +10:00
type-two
19fcb7c525 Phase C: weapons, combat units (spinner/stacktank/basscannon/roadie), mastering studio, conquest victory
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 04:34:17 +10:00
type-two
71879139c2 Phase B: production loop — MCV pop-up van, conyard, classic queues, sidebar palette, buildable roster
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 04:27:37 +10:00
type-two
86ca71b9a2 Phase A: Black Wax economy — resource layer, digger harvester, pressing plant, amp stack, vault, seeded maps, cash HUD, placeholder sprites
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 01:30:20 +10:00
type-two
030b3f2698 VINYLGOD baseline: rename SDK example mod to vinylgod, add lore, megaplan, MODELBEAST asset pipeline + first concepts
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 00:38:52 +10:00