Commit Graph

13 Commits

Author SHA1 Message Date
type-two
caac3da930 First-five-minutes pass: heartbeat, spark beacons, flythrough, mining juice, og tags
The systems were all there but the opening experience sagged: a new player
spawned into a dark, silent booth with no idea they're tiny or that
anything is broken. Five fixes, all verified live:

- The dying booth has a HEARTBEAT: a slow muffled lub-dub (~55bpm sine
  thumps, lowpassed, positional from inside the mixer) while zero repairs
  are done. First repair silences it with real music; a reset revives it.
- Broken quest nodes SPARK: intermittent blue-white electric crackles at
  each unrepaired fixture (FxSystem.setBeacons, anchored from QUEST_POS) -
  diegetic breadcrumbs visible across the booth.
- First-visit FLYTHROUGH: 9 skippable seconds - wide booth reveal, sweep
  over the mixer, dive to spawn - riding the existing cine override.
  Teaches 'you are tiny in a DJ booth' better than any text.
- Mining JUICE: new 'block:mining' bus event (~8Hz while held) drives
  grey chip particles + rising-pitch ticks; throttle resets per target.
- og/twitter meta tags + public/preview.jpg so sharing the link unfurls
  with the hero shot.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 18:01:37 +10:00
jing
05c2765bd8 SOCIAL_RESET: avatars, emotes, the reset ritual, who's-here roster
Built by the Opus session per docs/briefs/SOCIAL_RESET.md; integrated and
verified by Fable (typecheck clean, relay validation reviewed, 3D avatar
gear/face pixel-confirmed live — the one item the build session couldn't
capture in its frozen preview pane).

- Avatars: hue/gear/face enums in src/net/avatarLook.ts shared by the 3D
  build and the Menu AVATAR tab's 2D mirror; live sync with client-side
  coalescing (two-tab testing caught the relay rate limit permanently
  desyncing rapid editors - trailing send fixes convergence).
- Emotes Z/X/C/V: wave, beat-synced nod, point, rate-limited airhorn
  (detuned saws + confetti), server + client caps.
- Reset ritual: after a win the fuse takes a deliberate 5s hold (reuses
  the workshop radial meter as the warning dial) -> server-authoritative
  reset with 10-min cooldown; music brakes to silence, lights die over 3s,
  workshop resets to wires-off with a SERVER-generated random weight notch
  (both tabs land identical), player builds survive, quest replayable.
- Roster: hold Tab for who's-in-the-booth with hue swatches.
- interact/ addition (flagged friction): additive setBreakGuard hook so
  interaction.ts never learns what a fuse is.
- launch.json: main dev config uses autoPort (5173 collisions with
  parallel sessions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 02:01:42 +10:00
jing
036748543b Brief: Social & the Reset Ritual (avatars, emotes, blow-the-fuse)
- Avatar customization: hue/headgear/face enums, Menu AVATAR tab with 2D
  preview, live sync via extended hi + new avatar message (no moderation
  surface - palettes only, no free-form content).
- Emotes on Z X C V: wave, beat-synced head-nod, point, rate-limited
  airhorn with positional synth + confetti.
- Reset ritual: after a win the glass fuse becomes hold-breakable (5s,
  warned); server-authoritative reset with 10-min cooldown - music
  power-downs, lights die, workshop resets to wires-off, block edits
  survive, quest replayable. Needs Quest.reset() + 'quest:reset' bus event.
- Tab-hold player list.
Protocol validation/rate-limit requirements spelled out for ship-check.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 23:04:46 +10:00
jing
74482e5693 Glow-up review fix: concentric groove caps on record tiers
Fresh-eyes review of the glow-up found the G5 side-ring texture applied to
whole tier cylinders - linear UVs on the caps rendered as diagonal stripes
across the disc. CylinderGeometry takes [side, top, bottom] materials: sides
keep Lane E's ring texture, caps get a new radial recordCapGrooveTexture()
(machines/util.ts) with ring count scaled per tier radius so groove pitch
stays constant. Also lands the three handoff-doc updates from the phase.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 22:48:32 +10:00
jing
9c668d340c Headshell Workshop + Glow-Up phase: assembly minigame, art pass, review fixes
- Workshop (WORKSHOP_CARTRIDGE): five-stage cartridge assembly at Deck A —
  seat/square, crimp four tag-wires, torque screws, ride-the-arm counterweight
  balance, needle-drop diagnostic with per-fault audio + scope. Relay-synced
  (per-field co-op merge: held screw + carried wire survive remote state).
- Glow-Up (G1-G5): 32px atlas with per-voxel variants, selective LED bloom
  (quality-gated), screen-print decal system + party flyers, mixer/PCB worldgen
  density pass, record groove-sheen side texture.
- 10 confirmed multi-agent review fixes, incl. co-op screw-stomp soft-lock,
  ride-snap collider-identity (magnet feet / eaten record-fling), workshop SFX
  exact-match map (rca_seated hijack), beam ride colliders to the head,
  double-crimp guard, WIRING INCOMPLETE diagnosis mode, skate-abort timer,
  completedState wiring, per-tick material churn, trackingHeavy platter drag.
- Crossfader playtest fix: slew-limited sled (3.4 v/s) + ribbed grip caps with
  amber index — the sled reads as a heavy handle, not a teleporting wall.
- Demo harnesses: machinesDemo hold-key wiring, playerDemo seesaw phase
  continuity, audioDemo incomplete fault button.
- Workshop sync: exact 1.0 screw endpoint gets its own emit signature.

Verified: typecheck + vite build clean, live solo quest smoke, two-client
co-op relay smoke (simultaneous torque, no rewind, exact convergence).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 21:32:07 +10:00
jing
b65103ea0e Briefs: Headshell Workshop (cartridge assembly) + Glow-Up art pass
Fresh-eyes review outcomes as two parallel-safe Opus briefs:
- WORKSHOP_CARTRIDGE.md: the stylus node becomes a five-stage cartridge
  assembly - seat/rotate the cart, crimp four color-coded wires onto
  stubborn pins (catenary carry, continuity lamp), torque screws evenly
  (tilt = azimuth error), balance the counterweight while RIDING the
  seesawing tonearm, then a needle-drop test where every mistake is
  audible + drawn on a diegetic scope. Multiplayer-shared state.
- GLOWUP_ART.md: atlas v2 (32px, tile variants), selective LED bloom,
  screen-print decals + party flyers, mixer-face density, PCB pagodas.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 11:24:29 +10:00
jing
7975808c8a Deploy: record the real partly.party procedure (shipped 2026-07-13)
deploy.sh now matches the box: bind-mount static + turncraft-relay
container + nginx routes exist (dual-hosted on partly.party and
monsterrobot.games like the other games); a deploy is build -> rsync ->
relay restart -> curl verify. setup-relay.sh removed (one-time setup done,
documented in deploy.sh header).

Live: https://partly.party/turncraft/ (200, ws handshake 101, no CF purge
needed - hashed assets, DYNAMIC cache status).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 23:30:54 +10:00
jing
b9ea2f7258 Deploy scripts + relay edit-cap (ship-check finding)
- deploy/deploy.sh: build --base=/turncraft/ -> stage -> docker cp into
  forum-nginx -> reload -> curl verify; syncs relay code + restarts it.
- deploy/setup-relay.sh: one-time relay container on forum-nginx's docker
  network + the nginx location block for /turncraft/ws.
- relay: MAX_EDITS=400k grief ceiling (unbounded diff map could reach
  ~550MB if a bot painted the whole booth).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 23:11:54 +10:00
jing
af9f1ad66d Multiplayer: shared-booth relay + client sync + avatars
- server/relay.mjs: WebSocket room (ws, 127.0.0.1:8433 behind a proxy).
  Relays positions/edits/repairs/platter states; keeps the authoritative
  world diff + quest state for late joiners; persists to booth-state.json.
  Hardened: origin allowlist, 24-peer cap, 2KB frames, 40 msg/s budget,
  bounds+type validation on every message, ping/terminate dead sockets.
- src/net/NetClient.ts: offline-tolerant client — mirrors bus events out,
  applies remote events with an echo guard (quest.repair/platter setters
  are idempotent/deduped so replication can't loop). 10Hz delta'd positions.
- src/net/Avatars.ts: voxel-person avatars with headphones + name tags,
  lerped to network updates.
- Menu: DJ name setting (auto-generated default); help page multiplayer note.
- main.ts: wires avatars + status chip ('online - N other DJs in the booth').

Verified with two live tabs: mutual avatars, block edit + quest repair
replicate both ways, late-joiner gets full state replay, non-gameplay
setBlock correctly does NOT sync, zero console errors, relay log clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 23:06:49 +10:00
jing
d2ff670848 Add Help & Settings menu (H), default view-bob off
- src/ui/Menu.ts: overlay with HOW TO PLAY (controls, the five repairs,
  tips) and SETTINGS (master volume, mouse sensitivity, view bob, render
  quality); persists to localStorage, auto-opens on first visit, corner
  badge + H toggles it.
- View bob now defaults OFF (playtest: reads as screen rumble to
  non-Minecraft players); re-enable in settings.
- New hooks: PlayerController.setSensitivity, InputController.setSensitivity,
  AudioEngine.setMasterVolume (safe pre-init), quality -> pixelRatio in main.
- Pause overlay suppressed while the menu is open; closing re-locks pointer.

Verified: menu renders over splash, both tabs, quality rescales the
framebuffer 2->1, settings persist, zero console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 22:08:01 +10:00
jing
49cab1f69b Concept-art pass: terraced records, spindle towers, warm lit room
- Records are stepped groove amphitheaters (3 vinyl tiers + 4-tier spindle
  tower, stacked rotating cylinder colliders) - you climb a spinning
  staircase. Tonearm clearances raised to match.
- Player physics: cylinder contacts resolve by minimum penetration (fixes a
  latent radial-slingshot bug), collider lips auto-step like voxel ledges,
  rim-standing radius grace.
- Well seam ring raised (was a 7-deep inescapable trench, now a 1-step
  Technics seam).
- Plywood ceiling with amber lamp panels + warm point lights; brighter warm
  lighting rig; colorful mixer knob caps; rim-crumble debris.
- window.TURNCRAFT_CINE camera override for screenshots/trailers.

Verified live: rim->plateau spiral climb at 33rpm, tower climb 83->87,
seam escape, quest/win chain, 121 fps.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 21:48:00 +10:00
jing
f88be60e60 Integrate all five lanes: wire main.ts, fix record height contract, verify live
- src/main.ts: full wiring per docs/INTEGRATION.md (renderer/world/booth/
  chunks/machines/player/interaction/audio/fx/hud + fixed-step loop),
  QuestPositions adapter (Lane C nested -> Lane D flat), attachPlayer step,
  pointer-lock-gated input, debug handle for smoke tests.
- core/constants: Y_RECORD_TOP 85 -> 81 (record was an unclimbable 5-voxel
  cliff; now 1 proud of the plinth, auto-steppable) + PLATTER.wellDepth.
- machines/platter: body + collider now fill Lane C's well down to y=74.
- fx/layout: VU sprites aligned to Lane C's physical LED towers.
- interact: per-material break times (dust 0.12s) so the crossfader jam
  isn't a 96-second mine.
- docs/INTEGRATION_NOTES.md: every glue decision + live verification results
  (120 fps, ride/mine/quest/win all green, zero console errors).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 21:11:10 +10:00
jing
5a39e3a947 TURNCRAFT: contracts, docs, and all five lane deliverables (pre-integration)
Lanes A (engine), B (player), C (worldgen), D (machines/quest),
E (audio/fx/ui) as landed, each with HANDOFF.md + update docs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 20:50:56 +10:00