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web web: first-person sci-fi hands viewmodel (FAB Sci Fi Hands pack) — camera-parented rig with Idle/Walk/Run locomotion, 4 random punch clips on smash, Energy_Attack on record throw, Get draw-in on boot; merged 10-clip GLB with rebound textures (3.2MB) 2026-08-30 12:03:35 +10:00
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README.md LANE10: the whole shop — four rooms, stitched by its own portal graph 2026-08-04 02:48:39 +10:00

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.

Seven sites (Scranton branch, Pawnee city hall, a hacker house, a windowless IT basement, a greengrocer where everything is soft except the bottles, 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 the real Monster Robot Party shop — all four of its rooms, imported live from the storefront's own database and stitched together by its own portal graph, bins, genre labels and all) 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 180 with zero script errors.
  • GLB convention everywhere: glTF Y-up, 1 unit = 1 m, origin at floor-center.