The only site whose contents are mostly SOFT, and that one material change rewrites the
level. `produce` is a new Smashable material that throws no shards at all — Splat.gd
bursts it instead: coloured pulp, a puddle that STAYS, a squelch, and litres counted,
because "how much juice did you make" is a far better score for a greengrocer than "how
many objects did you destroy".
Two knock-ons make the level play itself, both falling out of existing systems rather
than needing new ones:
* produce has a low brittle_speed, so anything heavy landing on it squashes it — which
means a pyramid crushes its OWN bottom layer as it collapses, with no special code.
Knock one off the top and the pile does the rest. Shove test: 257 items -> 45, and
42 litres of juice out of the collapse.
* puddles are slippery, cutting ACCELERATION rather than top speed so it reads as
sliding rather than as being slowed down. The more mess you make, the less the floor
cooperates.
Stacks are built bottom-up by Main._build_stack and nothing is glued or frozen — they
stand because they are stacked, so pulling one out of the bottom row does what you'd
hope. 258 produce items spawn and settle to 0.00 m/s with no spawn crush. The glass
bottles behind the juice bar are the deliberate exception: one shelf in the room that
still rewards a proper swing, and the contrast between litres and shards is the joke.
Round produce is authored CENTRED, not floor-centred like every other prop in this repo,
because a rolling body whose origin sits on the floor plane wobbles like a loaded die.
_glb_piece grew a `centred` flag for it.
REAL BUG FOUND, and it was costing hits in every level: _strike took the NEAREST collider
of any kind, so a static surface could eat a swing. Leaning over a display table, the
table edge is a few centimetres nearer than the fruit piled on it, so every swing hit the
table and nothing broke — 0/306 for the whole first take. It now prefers a Smashable and
only falls back to loose bodies if there isn't one. The offices were quietly losing hits
on desks and shelves the same way.
tools/gen_produce.py: apple, orange, tomato, watermelon, cabbage, banana hand, glass
juice bottle, display crate. The melon's stripes were radial boxes first time and it came
out looking like a sea mine; they're thin lenses through the middle now.
dev/probe_grocer.gd verifies stacks settle, that produce yields litres and NO debris,
that a collapse crushes, and that none of it leaks to the next site.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2.4 KiB
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.