Commit Graph

4 Commits

Author SHA1 Message Date
dd905d908d LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip
The game stopped being a smash sandbox. You work a shift, the work provokes you, a
meter fills, you snap, and you cannot go back to your desk until you have broken
enough things. Then you sit back down and try to earn the rest of your day.

The score is your payslip: WAGES (tasks completed) - DAMAGES (everything you broke).
The load-bearing detail is that rage drains a FLAT amount per object destroyed while
each object bills at its OWN value — so during a meltdown the play is to wreck a lot
of cheap rubbish fast rather than put the sledgehammer through a filing cabinet. You
don't choose whether you lose your temper, you choose how much it costs. FURY (objects
broken while melting down) is tracked separately and deliberately isn't money, so
"I ended the shift owing them $2,400" stays a brag.

Rage.gd — WORKING -> MELTDOWN -> COOLDOWN. During a meltdown the clock STALLS if you
stop destroying; you must actually be breaking things.

RageOverlay.gd — the blood vessel. A vignette that closes in with rage and jumps
inward on every heartbeat, procedural veins that creep further into frame the angrier
you get, and a synthesized lub-dub going 62 -> 172 BPM. Zero assets: the shader is
built in code, the veins are draw_polyline from a seeded RNG, the heartbeat is a
generated WAV. Tops out as a heavy frame rather than a red screen — you have to be
able to see what you're about to destroy.

Tasks.gd — stations you walk to and are LOCKED IN PLACE at, because you're at your
desk and that's the joke. Two so far:
  SPREADSHEET  the selected cell silently drifts one cell partway through entry, with
               no sound and no animation. Commit without noticing and the figure lands
               in the wrong cell and you start again. This is the whole thesis of the
               game in about forty lines.
  PHOTOCOPIER  jams, and wants the right tray out of 1, 2, 2A, 3, 3B.
Snapping ejects you from the station at no penalty — you didn't choose to walk away.

CubicleHell.gd — 5-minute shift, wages vs damages, meltdown count, end-of-shift
payslip with a verdict line.

Also: HUD gets a monospace face (Godot's fallback is proportional, so the spreadsheet
grid and the work-order docket never lined up), and the arcade HUD's headline becomes
net pay, red when negative.

LANES/LANE7-cubicle-hell.md captures the rest of the design: more provocations, the
GAUNTLET mode (find which of many cabinets, pull drawers, destroy files individually,
and work out which tool the level wants without being told), the other three
workplaces, and why doratracyer/floor_plan can't help — it's OpenSCAD SVG->STL for
3D printing, no generation, no room polygons, GPL-3.0. Office.gd is already most of
a parametric floor-plan builder; lifting its numbers into a data spec is the real path.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 17:34:34 +10:00
d17e2314aa LANE6: LEVEL 01 is an office — Dunder Mifflin floor plan, and a spawn guard
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>
2026-07-31 17:13:23 +10:00
61757d24bc LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
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>
2026-07-31 16:34:00 +10:00
5852322606 Restructure into monorepo: game/ is the Godot lane
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>
2026-07-14 15:33:13 +10:00