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>
1.2 KiB
1.2 KiB
DESTROYULATOR
Clock out. Smash everything.
A comedic, non-violent, first-person workplace-destruction game from Monster Robot Party. Level 01 is our actual record store. Nobody gets hurt but the furniture.
Monorepo layout — one lane per directory
| Dir | Lane | What |
|---|---|---|
game/ |
Lane 1 — the game | Godot 4.7 (Jolt physics, Mac-native). The shippable build. |
web/ |
Lane 3 — web toy | Three.js dig-and-destroy demo (planned; thriftgod-adjacent). |
LANES/ |
coordination | Execution specs for parallel Claude/Opus work sessions. |
3D-STORE/ |
not in git | 700MB Blender/Unreal source-asset vault (see .gitignore). |
destroyulater.txt |
lore | The founding chat where the idea happened. |
Asset generation lives in its own repo: ~/Documents/meshgod (text→GLB factory).
Rules for parallel work sessions
- A lane session writes ONLY inside its own directory. Cross-lane contracts
(asset formats, file drops) are specified in
LANES/*.md. - Every change to
game/must pass the headless smoke test before commit:Godot --headless --path game --quit-after 180with zero script errors. - GLB convention everywhere: glTF Y-up, 1 unit = 1 m, origin at floor-center.