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> |
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|---|---|---|
| .claude | ||
| deploy | ||
| docs | ||
| public | ||
| server | ||
| src | ||
| .gitignore | ||
| demo-audio.html | ||
| demo-engine.html | ||
| demo-machines.html | ||
| demo-player.html | ||
| demo-worldgen.html | ||
| index.html | ||
| package-lock.json | ||
| package.json | ||
| README.md | ||
| tsconfig.json | ||
TURNCRAFT
Honey I Shrunk the DJ. A Minecraft-style voxel game where the entire world is a vinyl DJ booth — two Technics-style 1200s, a 4-channel mixer, cable canyons, a patch-bay dungeon, and circuit-board caves — and you're 7 mm tall, riding the records.
- Design: docs/DESIGN.md
- Rules for parallel build lanes: docs/CONTRACTS.md
- Integration (after lanes land): docs/INTEGRATION.md
Building it with parallel agent lanes
Five independent lanes, disjoint file ownership, shared contracts already
written in src/core/ (read-only for all lanes).
| lane | brief | delivers |
|---|---|---|
| A | docs/briefs/LANE_A_ENGINE.md | voxel storage, greedy mesher, procedural texture atlas, renderer |
| B | docs/briefs/LANE_B_PLAYER.md | FPS controller, voxel collision, ride-the-record platform physics |
| C | docs/briefs/LANE_C_WORLDGEN.md | the whole booth, built parametrically in voxels |
| D | docs/briefs/LANE_D_MACHINES.md | spinning platters, tonearm, faders, break/place, the quest |
| E | docs/briefs/LANE_E_AUDIO_FX.md | synthesized house groove in stems, beat-reactive lights, HUD |
Launch prompt for each lane (separate session/agent each, all five at once):
Read docs/CONTRACTS.md, docs/DESIGN.md, and docs/briefs/LANE_X_….md, then implement the lane exactly as briefed. Work only inside your owned paths. Verify with your demo page and the acceptance checklist, write your HANDOFF.md, and ensure
npm run typecheckpasses.
Recommended: git init first and give each lane its own branch or worktree;
ownership is disjoint so merges are trivial.
Run
npm i
npm run dev # game shell at /, lane demos at /demo-<lane>.html
npm run build # static bundle