9 junction events across 6 levels, auto-generated from real OSM intersections
(tools/osm_junction.py): each crossing street's ways become lane-offset convoy
streams, deterministic speeds/intervals/models -- learnable puzzles, not dice.
Menu lists CRASH JCT entries; crash -> 9s settle with camera-relative
aftertouch on the wreck and a one-shot crashbreaker shockwave (blast() on
traffic, radial impulse on debris, orange boom). Damage tally vs
bronze/silver/gold targets. Fixed zero-normal UV projection that striped
roads. Smoke test drives a full junction run to tally (k, gold).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Modes: Cruise / Crash Mode (60s damage dollars) / Race (3 laps, rubber-banded
rivals). Burnout loop: boost earned by drift, near miss, smash; takedowns refill
and grow the meter to 4x; hard crashes shed det_* panels and trigger Impact Time
slow-mo. Traffic follows the level RacePath frozen-kinematic and goes dynamic
when whacked. tools/build_cars.py builds six Aussie shitbox GLBs (profile
extrusion + detachable doors/mirrors/bumpers/bonnet/boot). Smoke test covers
all three modes headless.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Drop-in content: cars/<id>/stats.tres (+optional car.glb), levels/<id>/level.glb
or .tscn with a Spawn marker. Raycast arcade car (boost, drift, drift-earns-boost),
chase cam, HUD, menu built from registry scan. Placeholder Woolies carpark with
shuntable parked cars. Headless smoke test + windowed screenshot harness.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>