The game had no room. Props sat on a grey disc in a black void, which quietly broke the premise: a game about wrecking your workplace needs a workplace. Office.gd — LEVEL 01 - Open-plan office laid out after The Office (US) floor plan: bullpen of facing desk pairs behind cubicle partitions, reception, glass-walled manager's office, conference room, break room with vending machines, copier alcove, warehouse roller door. - Drop ceiling on a T-bar grid with fluorescent troffers that ARE the light sources (the old scene lit an interior with one outdoor directional lamp, which is exactly why it read as "props on a plane"), window wall with blinds, magnolia and carpet. - Office owns the shell + static fittings; Main._populate() owns everything smashable and asks Office where things go. Walls/desks/counters are boxes because they ARE boxes; chairs, vending machines, microwave and plant come from a new Blender generator (tools/gen_office_props.py) because a box reads as wrong for those. The level no longer falls over on its own - Records were stacked 3 cm apart vertically while being 30 cm TALL, so Jolt resolved 27 cm of interpenetration explosively on frame one and shoved the furniture over before the player touched anything. They now stand side by side. - Per-material mass (MASSES): everything was 1 kg, so a thrown record could tip a filing cabinet. - Spawn guard: placing ~40 props by formula guarantees an occasional overlap, and depenetration is violent (a chair left the building at 500 m/s). Dynamic bodies are speed-limited for 0.75 s, and each offender is named once with the position it was PLACED at, so the cause stays visible instead of being papered over. It then found the real bug: bullpen rows 3.6 m apart left the two rows' chairs meeting back-to-back with 3 cm to spare. Rows are now 4.8 m apart. - dev/DemoDriver.gd act 0 touches nothing for 5 s and prints total body speed. Now reads 0.00 m/s with zero spawn warnings. Two real melee bugs found while testing the level - The hit test was a SPHERE parked at `reach`, so anything CLOSER than the weapon's reach fell in front of it and was missed — you could stand against the printer with a sledgehammer and swing straight through it. Now a capsule swept from the camera. - Swings started at eye height (1.6 m), so a carton on the floor was ~1.5 m away even standing over it and short-reach weapons could never touch anything on the ground. Swings now originate at hand height. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
1.6 KiB
1.6 KiB
DESTROYULATOR
Clock out. Smash everything.
A comedic, non-violent, first-person workplace-destruction game from Monster Robot Party. Level 01 is an open-plan office laid out after the Dunder Mifflin floor plan — bullpen, conference room, break room, and a photocopier that fights back. 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). |
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.