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Monster Robot Party 1d282d4b3b LANE4 spec: integrate Lane 2's fractured props into game/ + web/, pointer-lock fallback
Review of the three lanes (2026-07-14): all shipped and verified — Lane 1 smoke test
clean, Lane 2's 16 props (intact+fractured) live on 3GOD with the chunk_* contract,
Lane 3 play-tested via its ?debug handle (smash, rack cascade, record ritual, debris
pool all work). LANE4 closes the integration gap the parallel run left open, plus two
review findings: record.fractured.glb 404 spam and no pointer-lock fallback in
embedded browsers.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 21:48:17 +10:00
game LANE1: record-destruction ritual + Find-the-Misfiled-Disc mode 2026-07-14 19:40:52 +10:00
LANES LANE4 spec: integrate Lane 2's fractured props into game/ + web/, pointer-lock fallback 2026-07-14 21:48:17 +10:00
web Lane 3: browser smash toy in web/ — FP record store, Rapier destruction, 3GOD props 2026-07-14 20:14:32 +10:00
.gitignore Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00
destroyulater.txt Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00
README.md Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00

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 180 with zero script errors.
  • GLB convention everywhere: glTF Y-up, 1 unit = 1 m, origin at floor-center.