Turn records from one-hit props into the store's signature dexterity ritual, and add the first game mode on top of it. Record.gd (class_name Record extends Smashable): a cardboard SLEEVE that hides a vinyl DISC. Splits record.glb's Sleeve_Mesh / Vinyl_Disc nodes at runtime — the sleeve stays on the body, the disc becomes its own frozen-kinematic vinyl Smashable that follows the sleeve until freed. State machine IN_CRATE -> HELD -> EXTRACTING -> DISC_FREE. set_extract() slides the disc up and out of the mouth; release_disc() arms it as a live brittle throwable; shatter() spills the disc first so brute-force smashing still spills it. Genre tints on disc label / sleeve spine make a misfiled disc read at a glance. GrabController.gd (under Player): hold point on the camera, E grabs the Record under the crosshair (fat-sphere query, Record-filtered), horizontal mouse drag pulls the disc (~600px = full), LMB throws the freed disc then trashes the empty sleeve, G drops. On-screen pull meter. GameMode.gd (class_name GameMode, owned by Main): FreePlay (default) + FindMisfiled — plants exactly one disc_genre != sleeve_genre, 60s timer, win by extracting it and pressing F while holding it, scores the mess (bodies smashed) + records disturbed. Prints the plant on start. Wiring: Player creates the GrabController and routes E/G/LMB/drag (yaw suspended mid-pull, Esc untouched); Main._build_rack spawns Record instances on the crates (keeps supports cascade + sleeve-art skinning + per-record genres), forwards smashes to the mode, and adds keys 1/2 (modes) and F (report). Headless smoke test clean (0 script errors / 0 warnings, 15 records); a runtime harness exercised grab/extract/throw/drop/shatter-spill/mode-switch/reset — all green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| game | ||
| LANES | ||
| .gitignore | ||
| destroyulater.txt | ||
| README.md | ||
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.