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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
.claude Headshell Workshop + Glow-Up phase: assembly minigame, art pass, review fixes 2026-07-14 21:32:07 +10:00
deploy Deploy: record the real partly.party procedure (shipped 2026-07-13) 2026-07-13 23:30:54 +10:00
docs Headshell Workshop + Glow-Up phase: assembly minigame, art pass, review fixes 2026-07-14 21:32:07 +10:00
server Headshell Workshop + Glow-Up phase: assembly minigame, art pass, review fixes 2026-07-14 21:32:07 +10:00
src Headshell Workshop + Glow-Up phase: assembly minigame, art pass, review fixes 2026-07-14 21:32:07 +10:00
.gitignore Multiplayer: shared-booth relay + client sync + avatars 2026-07-13 23:06:49 +10:00
demo-audio.html TURNCRAFT: contracts, docs, and all five lane deliverables (pre-integration) 2026-07-13 20:50:56 +10:00
demo-engine.html TURNCRAFT: contracts, docs, and all five lane deliverables (pre-integration) 2026-07-13 20:50:56 +10:00
demo-machines.html TURNCRAFT: contracts, docs, and all five lane deliverables (pre-integration) 2026-07-13 20:50:56 +10:00
demo-player.html TURNCRAFT: contracts, docs, and all five lane deliverables (pre-integration) 2026-07-13 20:50:56 +10:00
demo-worldgen.html TURNCRAFT: contracts, docs, and all five lane deliverables (pre-integration) 2026-07-13 20:50:56 +10:00
index.html TURNCRAFT: contracts, docs, and all five lane deliverables (pre-integration) 2026-07-13 20:50:56 +10:00
package-lock.json TURNCRAFT: contracts, docs, and all five lane deliverables (pre-integration) 2026-07-13 20:50:56 +10:00
package.json TURNCRAFT: contracts, docs, and all five lane deliverables (pre-integration) 2026-07-13 20:50:56 +10:00
README.md TURNCRAFT: contracts, docs, and all five lane deliverables (pre-integration) 2026-07-13 20:50:56 +10:00
tsconfig.json Multiplayer: shared-booth relay + client sync + avatars 2026-07-13 23:06:49 +10:00

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.

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 typecheck passes.

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