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