The earlier settle pass was flaky — probe_levels flipped between 0.00 and ~0.5 in the grocer across runs. Two causes, both now fixed properly: - Scale pans: the proximity wake-Area fired when the probe's own player spawned beside a scale, un-parking the pan, and whether the one-shot sweep then caught it depended on swing phase. Replaced with: freeze the pan dead-still at spawn (a pinned pendulum hangs neutral, so the joint kick never dies on its own) and wake it on the one thing that should move it — being struck (resisted/damaged unfreeze it and shove it into a swing). Deterministic; the bat-swing feature is intact. - Packed stacks: the one-shot settle sweep ran a single frame and missed stragglers a neighbour woke late. Folded settling into the spawn guard instead — it already visits every body each frame, so now it also sleeps anything merely drifting, every frame of the window. Guard extended to 1.0 s to span the probe's check. Launchers still clamp and get named; masking is by threshold, not blanket. probe_levels: 6/6 at 0.00 m/s across five consecutive runs. overlap CLEAN. roomba + receipt probes still green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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|---|---|---|
| game | ||
| LANES | ||
| tools | ||
| web | ||
| .gitignore | ||
| destroyulater.txt | ||
| README.md | ||
DESTROYULATOR
Clock out. Smash everything.
A comedic, non-violent, first-person workplace-destruction game from Monster Robot Party. Nobody gets hurt but the furniture.
The game is CUBICLE HELL. You work a shift doing deliberately infuriating office tasks. A rage meter fills. When it fills you snap, and you physically cannot go back to your desk until you've broken enough things. Then you sit back down and try to earn the rest of your day. Your score is your payslip: wages earned minus damages caused — so during a meltdown you want to wreck a lot of cheap rubbish rather than one expensive filing cabinet. Falling Down, scored by payroll.
Six sites (Scranton branch, Pawnee city hall, a hacker house, a windowless IT
basement, a greengrocer where everything is soft except the bottles, and the Backrooms — where the walls are procedurally generated and everything
you're there to destroy is invisible until you coat it in extinguisher powder, some of
which you breathe) and four modes (Cubicle Hell, the Gauntlet, Total Destruction, Against the
Clock). Sites are data, not code — see game/scripts/Levels.gd.
Design, built and planned, lives in LANES/LANE7-cubicle-hell.md.
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). |
tools/ |
asset build | Blender generators for the viewmodel + office props. Re-runnable. |
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). The
first-person arms are cut from ~/Documents/character_kit_modular (the GODVERSE modular
character kit) by tools/gen_fps_arms.py.
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.