Office.gd is gone. Floorplan.gd consumes a spec Dictionary — bounds, palette, walls
with doors and glazing styles, window runs with mullions and blinds, ceiling style,
light grid and style, slabs, static props, desk clusters, chairs, level-specific
smashables and spawn — and Levels.gd holds four of them.
Making this data rather than four subclasses means a site is authorable in minutes,
levels can be diffed, and a real generator can later emit the same structure (a BSP
split of the footprint -> rooms -> doors on shared walls -> fittings by room type).
That was the actual answer to "can we use this git to generate plans": the repo John
found is OpenSCAD SVG->STL for 3D printing, with no generation, no plan parsing, no
room polygons and GPL-3.0, so it can't help — but Office.gd was already most of a
parametric plan builder, and lifting its numbers out is the real path.
The four sites are deliberately not reskins; they differ in the three things a player
actually reads — palette, light, and what the walls are made of:
SCRANTON magnolia, grey carpet, drop ceiling, fluorescent troffers, daylight
down one glazed wall. The baseline.
PAWNEE civic beige and blue-grey, low partitions everywhere, a public
counter, pinboards. Municipal and over-partitioned.
THE INCUBATOR timber floor, white walls, 3 m ceiling, PENDANT lights, glass wall
onto a pool. Nobody has an office; they work at a dining table.
SUB-LEVEL 4 concrete, NO windows at all, exposed services, bare strip lights, a
wall of server racks. The light is green and everything is junk.
L cycles sites in-game; _load_level tears down the shell, rebuilds, re-registers task
stations and re-arms the shift.
tools/gen_level_props.py adds ten more procedural props. The filing cabinet is the
important one: it exports as a CARCASS plus a separate DRAWER, each with its own
floor-centre origin, so the Gauntlet can pull a drawer out as its own rigid body and
spill the files. Also file folder, desk phone, guillotine, shredder, server rack,
sofa, wastebin, stapler.
dev/probe_levels.gd builds every level and reports residual motion after a full
second. All four read 0.00 m/s.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The game had no room. Props sat on a grey disc in a black void, which quietly broke
the premise: a game about wrecking your workplace needs a workplace.
Office.gd — LEVEL 01
- Open-plan office laid out after The Office (US) floor plan: bullpen of facing desk
pairs behind cubicle partitions, reception, glass-walled manager's office, conference
room, break room with vending machines, copier alcove, warehouse roller door.
- Drop ceiling on a T-bar grid with fluorescent troffers that ARE the light sources
(the old scene lit an interior with one outdoor directional lamp, which is exactly
why it read as "props on a plane"), window wall with blinds, magnolia and carpet.
- Office owns the shell + static fittings; Main._populate() owns everything smashable
and asks Office where things go. Walls/desks/counters are boxes because they ARE
boxes; chairs, vending machines, microwave and plant come from a new Blender
generator (tools/gen_office_props.py) because a box reads as wrong for those.
The level no longer falls over on its own
- Records were stacked 3 cm apart vertically while being 30 cm TALL, so Jolt resolved
27 cm of interpenetration explosively on frame one and shoved the furniture over
before the player touched anything. They now stand side by side.
- Per-material mass (MASSES): everything was 1 kg, so a thrown record could tip a
filing cabinet.
- Spawn guard: placing ~40 props by formula guarantees an occasional overlap, and
depenetration is violent (a chair left the building at 500 m/s). Dynamic bodies are
speed-limited for 0.75 s, and each offender is named once with the position it was
PLACED at, so the cause stays visible instead of being papered over. It then found
the real bug: bullpen rows 3.6 m apart left the two rows' chairs meeting
back-to-back with 3 cm to spare. Rows are now 4.8 m apart.
- dev/DemoDriver.gd act 0 touches nothing for 5 s and prints total body speed. Now
reads 0.00 m/s with zero spawn warnings.
Two real melee bugs found while testing the level
- The hit test was a SPHERE parked at `reach`, so anything CLOSER than the weapon's
reach fell in front of it and was missed — you could stand against the printer with
a sledgehammer and swing straight through it. Now a capsule swept from the camera.
- Swings started at eye height (1.6 m), so a carton on the floor was ~1.5 m away even
standing over it and short-reach weapons could never touch anything on the ground.
Swings now originate at hand height.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Hands/POV
- Cut a real first-person arms rig out of the GODVERSE modular character kit
(tools/gen_fps_arms.py): ch01 hands + per-side sleeves on the full 65-bone
mixamorig skeleton, so all 20 finger bones per hand are poseable at runtime.
Textures shrunk to 1k; 4.2 MB.
- ViewModel.gd instances that rig ONCE PER HAND and places each instance so its
own hand bone lands on the grip — no IK. Grip orientation is measured off the
rig at load (pinky->index knuckle = bore axis, elbow->hand = forearm dir), so
it survives re-tuning grip_rest_rot instead of needing new euler angles.
- Motion layers: look-sway with spring-back, walk bob scaled by speed and weapon
heft, idle breathe, landing dip, weapon lower/raise on swap.
- Sleeve material overridden (donor asset is a fantasy leather bracer); hand
material forced non-metallic (its spec/gloss maps rendered skin as bronze).
Weapons
- Weapon.gd replaces MeleeAttack: 6 weapons, 4 swing archetypes, and the
weapon-vs-material matrix from the founding chat.
- Smashable moves from binary hits_to_break to hp/toughness, giving three
outcomes: break, dent, or futile (dead clank, no score, HUD nudge). The box
cutter genuinely shreds cardboard and genuinely cannot hurt a filing cabinet.
- The hit lands at Weapon.contact THROUGH the swing, not on the click — that
delay is most of why the sledge feels different from the cutter.
- Slots on 1-6 / wheel / Q; game modes moved to M, HUD cycle to H.
HUD
- Hud.gd: Arcade, Minimal, Work Order (a corporate destruction docket that fills
in line items) and Dev, over one shared data feed. Scoring + combo multipliers.
Dev harness (not shipped)
- macOS screen-recording perms aren't available to the CLI, so the game records
itself: dev/demo.tscn + DemoDriver.gd drive a scripted tour for --write-movie,
and dev/probe_*.gd print rig/scale/placement numbers.
Fix: tools/gen_viewmodel.py box() scaled by size/2 on top of primitive_cube_add's
already-unit side length, halving every box — which detached the bat's blade.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Consume Lane 2's pre-fractured props in the Godot game. Smashable.shatter() now prefers
a <name>.fractured.glb sibling: it instances the fractured template and turns each
chunk_00…chunk_NN mesh into its own debris RigidBody3D that inherits the intact body's
velocity + the smash impulse (box collider per chunk, debris group so the HUD count +
Juice keep working), falling back to primitive shards when no fractured sibling exists.
_glb_piece auto-wires the sibling, so every GLB prop upgrades for free.
Smashable gains hits_to_break + is_boss: the office PRINTER is the level boss — it sits on
a desk, soaks 5 hits (rocking with each), then bursts in a bigger juice cloud into its 16
GLB chunks. Six more Lane 2 props (crt-monitor, filing-cabinet, water-cooler, cardboard-box,
turntable, office-desk) are scattered as smashable furniture; the store crate/rack also pick
up real 8-chunk shatter from their mirrored fractured GLBs.
Assets pulled into game/assets/store/ (intact + .fractured.glb): office-printer, office-desk,
crt-monitor, filing-cabinet, water-cooler, cardboard-box, turntable + record/crate/rack
fractured siblings (generated via meshgod's Voronoi fracture CLI).
Verified headless: smoke test clean (0 script errors), printer boss soaks 4 hits then
spawns 16 chunk bodies, a crate spawns 8 — both real GLB chunks, not primitive shards.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Repo root moves up from game/ to the project folder. Lanes live as top-level
dirs (game/ now, web/ planned); LANES/ will hold parallel-session specs.
3D-STORE asset vault stays out of git. History preserved as renames.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>