TURNCRAFT/docs/progress-cutoff/turncraft-fable-manager-progress.txt
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

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Love this phase — and the headshell idea is *perfect* for the game. Cartridge assembly is genuinely the most fiddly ritual in vinyl, and at 7 mm tall it becomes an entire construction site. Let me do the fresh-eyes pass first (on my local copy — the live booth is shared now, and anything I do there syncs to everyone), then design the workshop and write the briefs.
Review done, briefs written and pushed. Here's the honest fresh-eyes read:
## What holds up
The core loop is genuinely special — riding the terraced record is a mechanic nobody else has, the scale storytelling works (the patch bay as a cliff face, cables as bridges), the dead-booth → living-booth arc gives it a real spine, and "pointless to a degree" is underselling it: it's a *place*, and places don't need points. The VU towers, gold RCA plugs, fader sleds, and warm lamp-lit room all read beautifully.
## What doesn't (with screenshots to back it)
1. **The mixer face is an empty black desert.** Real DJMs are dense grids; ours has specks of knobs on an 82×95 plain. Worst offender visually.
2. **No screen-print anywhere.** A mixer without `CH 1` labels, tick marks, and a model name reads as a prop. Text is what makes gear *gear*.
3. **PCB Depths tile like green wallpaper** — one repeating texture kills the circuitry illusion, and the caverns are flat. (IC chips on pin-legs are literally pagodas at this scale — free architecture.)
4. **LEDs don't bloom.** The concept art's magic is glow; ours are flat colored squares.
## The Headshell Workshop — your idea, translated
This is the best enhancement candidate by far, because every real failure mode of cartridge assembly is **audible**, and sound is already this game's language. The design (full spec in [WORKSHOP_CARTRIDGE.md](docs/briefs/WORKSHOP_CARTRIDGE.md)):
The stylus quest node becomes five stages at the Deck A pedestal, with the arm parked in a service clip. **Seat the cartridge** (it lands rotated wrong; E to cycle it square). **Crimp the four wires** — red/white/green/blue tag-wires from a loom, carried as a sagging line that trails behind you, hold-E to force each onto its stubborn pin; any wire fits any pin, and a 4-LED continuity lamp quietly tells the truth. **Torque the two screws** alternately — rush one side and the cart visibly tilts. Then the showstopper: **balance the counterweight while standing on the tonearm**, which seesaws under your feet in real time as you shove the weight along the rail — center the bubble level, then one notch more for tracking force. Finally **drop the needle**: a test signal plays, and every mistake you left in is *heard* — swapped wires flip left/right, a +/ swap sounds thin and hollow, uneven screws distort one channel, too-light tracking stutters and bounces the arm, too-heavy drags the platter — each also drawn as a glyph on a little oscilloscope block, so it's solvable by eye or by ear. All clean → the familiar `signal:repair` fires. Nothing hard-fails; everything's revisitable; and because state syncs through the relay, **two players can split the job** — one on wires, one on screws.
## How to run it
Two sessions, fully parallel (disjoint file ownership, merge points documented):
> Read docs/briefs/WORKSHOP_CARTRIDGE.md and implement it exactly as briefed.
> Read docs/briefs/GLOWUP_ART.md and implement it exactly as briefed.
The Glow-Up brief covers findings 14: 32px atlas with tile variants, selective LED bloom (quality-gated), a decal system for screen-print + procedural party flyers on the booth walls, mixer densification, and PCB pagodas.
Backlog I noted but didn't brief (say the word on any): quick-chat **emotes** for multiplayer (safe social without text moderation), a **booth-reset ritual** (someone mines the fuse back out and the mix dies again), the record crate as a **level selector** to future worlds, dust-bunny critters, and mobile controls (biggest audience unlock, biggest lift). When the lanes land, I'll take the integrator seat again — same drill as last time.