destroyulator/game
Monster Robot Party d17e2314aa LANE6: LEVEL 01 is an office — Dunder Mifflin floor plan, and a spawn guard
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>
2026-07-31 17:13:23 +10:00
..
assets LANE6: LEVEL 01 is an office — Dunder Mifflin floor plan, and a spawn guard 2026-07-31 17:13:23 +10:00
dev LANE6: LEVEL 01 is an office — Dunder Mifflin floor plan, and a spawn guard 2026-07-31 17:13:23 +10:00
scripts LANE6: LEVEL 01 is an office — Dunder Mifflin floor plan, and a spawn guard 2026-07-31 17:13:23 +10:00
.gitignore Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00
main.tscn Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00
project.godot Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00
README.md LANE6: LEVEL 01 is an office — Dunder Mifflin floor plan, and a spawn guard 2026-07-31 17:13:23 +10:00

Destroyulator — the game

Mac-first (Apple Silicon / Metal), Godot 4.7, Jolt physics.

Run it

Editor: open /Applications/Godot.app, import this folder (game/), press F5 / ▶.

CLI:

/Applications/Godot.app/Contents/MacOS/Godot --path /Users/m3ultra/Documents/Destroyulater/game

Controls

Input Does
WASD / Space move / jump
mouse look (Esc releases the cursor, click recaptures)
LMB swing the equipped weapon
16 · wheel · Q pick a weapon · cycle · swap to previous
E · drag ←→ · LMB · G grab a record · slide the disc out · throw it · drop
H cycle HUD style (Arcade / Minimal / Work Order / Dev)
M toggle game mode (FreePlay ⟷ Find-the-Misfiled-Disc)
F report the disc in hand (Find-the-Misfiled-Disc)
B · R rain 500 bodies (stress gate) · reset the store

The weapon-vs-material matrix

This is the decision the game is built on. A swing deals Weapon.power × Weapon.vs[material] against that material's hp, and there are three outcomes: it breaks, it dents (knockback + a chip of damage), or it's futile — a dead clank, no score, no combo, and a HUD nudge to switch tools.

cardboard paper vinyl glass wood steel
Bare Hands ok good ok ok poor useless
Box Cutter shreds shreds good poor useless useless
Cricket Bat good poor great great ok poor
Crowbar ok poor ok good good great
Sledgehammer ok poor ok great great great
Fire Extinguisher ok poor ok great good good

Tuned in one place: scripts/Weapon.gd (vs tables) and scripts/Smashable.gd (PROFILES[kind].hp). The office printer is the level boss — steel at toughness_scale = 5.0, so it's a real fight with anything but the sledge.

Weapons also differ in when they connect, not just how hard: the hit lands at Weapon.contact through the swing animation, so the sledgehammer commits late and heavy while the box cutter is near-instant.

The viewmodel

scripts/ViewModel.gd. Real rigged hands (mixamorig, all 20 finger bones per hand) holding real weapon meshes.

The arms rig is instanced once per hand and each instance is placed so its own hand bone lands on the grip — no IK solver. That works because in first person you only ever see forearm and hand. Placement solves two aims at once: the fist's bore lines up with the weapon shaft, and the forearm runs back toward where that shoulder would be. Both directions are measured off the rig at load (pinky-knuckle → index-knuckle for the bore, elbow → hand for the forearm), so the grip survives re-tuning grip_rest_rot instead of needing a fresh set of hand-authored euler angles.

Motion is layered on one node: look-sway with spring-back, walk bob scaled by speed and weapon heft, idle breathing, landing dip, and a keyframed swing arc per archetype (overhead / horizontal / jab / thrust).

Assets

Path Source
assets/viewmodel/fps_arms.glb tools/gen_fps_arms.py — cut from the GODVERSE modular character kit
assets/viewmodel/{bat,sledge,crowbar,cutter,extinguisher}.glb tools/gen_viewmodel.py — procedural, grip at origin, shaft +Y
assets/store/*.glb + *.fractured.glb Lane 2 prop batch; the fractured sibling drives real chunk destruction
assets/art/sleeves_*.jpg 3×3 sheets of generated cover art, windowed per record via uv1 offset

Regenerate either set with:

/Applications/Blender.app/Contents/MacOS/Blender --background --python tools/gen_viewmodel.py -- --render

Dev harness

dev/ is not shipped. Because macOS screen-recording permission isn't available to the CLI, the game records itself:

Godot --path game --resolution 1280x720 --write-movie /tmp/cap.avi --quit-after 2250 dev/demo.tscn

dev/DemoDriver.gd drives the player through a scripted tour (every weapon, the material matrix, the boss, all four HUDs) so a change can be eyeballed frame by frame without a human at the keyboard. dev/probe_*.gd print rig/scale/placement numbers — renders are too coarse to tell a 5 cm error from a 50 cm one.

Smoke test before committing

/Applications/Godot.app/Contents/MacOS/Godot --headless --path game --quit-after 300

Zero script errors required. After adding any class_name script, run Godot --path game --editor --quit first — headless Godot won't rescan a stale class cache.

The level

scripts/Office.gd builds LEVEL 01: an open-plan office after the Dunder Mifflin floor plan — bullpen of facing desk pairs behind cubicle partitions, reception, a glass-walled manager's office, conference room, break room with vending machines, a copier alcove for the printer boss, and a warehouse roller door. Drop ceiling, fluorescent troffers (which are the actual light sources), magnolia walls, grey carpet, a window wall with blinds.

Office owns the shell and static fittings; Main._populate() owns everything smashable, and asks Office where things go (desk_spots(), chair_spots(), copier_spot()). Walls, desks and counters are boxes built in code because they are boxes; chairs, vending machines, the microwave and the plant come from tools/gen_office_props.py, because a box reads as obviously wrong for those.

The spawn guard

Placing ~40 props by formula means something will eventually spawn a few centimetres inside something else, and Jolt's depenetration is not gentle — a chair overlapping a desk left the building at 500 m/s on frame one, knocking over the furniture on its way.

Main._physics_process() speed-limits dynamic bodies for the first 0.75 s: enough for a real overlap to push apart calmly, far too little to launch anything. Every offender is named once in a warning with the position it was placed at, so the underlying overlap stays visible and fixable rather than silently papered over.

Verify a level is genuinely at rest with:

/Applications/Godot.app/Contents/MacOS/Godot --headless --path game --quit-after 300 dev/demo.tscn

The demo's first act touches nothing and prints total body speed each second. It must read 0.00 m/s, and no [spawn] warnings should appear.