The hip-hop room has stock (7 racks, 47 bins, 2,865 records); the entry hall and back room are empty. Import all four anyway: the empty rooms are the connective tissue, and they are the only floor in the building big enough to get an office chair up to speed. A portal pair is one doorway seen from both sides, so the importer walks the graph and places each room by making its portal land exactly on its neighbour's. Every pair here sits on parallel walls with opposite facings, so each join is a pure translation — and when one isn't, it says so rather than quietly getting it wrong. It then recentres the union, emits the interior walls with a gap at each doorway, and puts the spawn in the entry hall, because that is the way in. hiphop-room <-> entry-hall <-> shop-floor <-> back-room 12.96 x 15.41 m - 36 racks - 325 bins - 302 real genre labels - 24,024 records Levels.record_store() now takes the walls and rooms from the import, hangs the street glazing on the entry hall's outer wall, and lays a light grid across whatever footprint the rooms came out as. probe_store.gd also checks the new facts: five doorways exist, and the spawn has nothing in it (excluding the player, who is supposed to be standing there — that false positive was the probe's bug, not the level's). All gates green: smoke clean, 7/7 sites 0.00 m/s, overlap CLEAN, all probes pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
47 lines
2.6 KiB
Markdown
47 lines
2.6 KiB
Markdown
# DESTROYULATOR
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*Clock out. Smash everything.*
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A comedic, non-violent, first-person workplace-destruction game from Monster Robot
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Party. Nobody gets hurt but the furniture.
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**The game is CUBICLE HELL.** You work a shift doing deliberately infuriating office
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tasks. A rage meter fills. When it fills you *snap*, and you physically cannot go back to
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your desk until you've broken enough things. Then you sit back down and try to earn the
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rest of your day. Your score is your payslip: **wages earned minus damages caused** — so
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during a meltdown you want to wreck a lot of cheap rubbish rather than one expensive
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filing cabinet. Falling Down, scored by payroll.
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**Seven sites** (Scranton branch, Pawnee city hall, a hacker house, a windowless IT
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basement, a greengrocer where everything is soft except the bottles, the Backrooms — where the walls are procedurally generated and everything
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you're there to destroy is invisible until you coat it in extinguisher powder, some of
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which you breathe, and the real Monster Robot Party shop — all four of its
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rooms, imported live from the storefront's own database and stitched together by its own
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portal graph, bins, genre labels and all) and **four modes** (Cubicle Hell, the Gauntlet, Total Destruction, Against the
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Clock). Sites are data, not code — see `game/scripts/Levels.gd`.
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Design, built and planned, lives in [`LANES/LANE7-cubicle-hell.md`](LANES/LANE7-cubicle-hell.md).
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## Monorepo layout — one lane per directory
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| Dir | Lane | What |
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|---|---|---|
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| `game/` | **Lane 1 — the game** | Godot 4.7 (Jolt physics, Mac-native). The shippable build. |
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| `web/` | **Lane 3 — web toy** | Three.js dig-and-destroy demo (planned; thriftgod-adjacent). |
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| `tools/` | asset build | Blender generators for the viewmodel + office props. Re-runnable. |
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| `LANES/` | coordination | Execution specs for parallel Claude/Opus work sessions. |
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| `3D-STORE/` | *not in git* | 700MB Blender/Unreal source-asset vault (see `.gitignore`). |
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| `destroyulater.txt` | lore | The founding chat where the idea happened. |
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Asset generation lives in its own repo: `~/Documents/meshgod` (text→GLB factory). The
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first-person arms are cut from `~/Documents/character_kit_modular` (the GODVERSE modular
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character kit) by `tools/gen_fps_arms.py`.
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## Rules for parallel work sessions
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- **A lane session writes ONLY inside its own directory.** Cross-lane contracts
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(asset formats, file drops) are specified in `LANES/*.md`.
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- Every change to `game/` must pass the headless smoke test before commit:
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`Godot --headless --path game --quit-after 180` with zero script errors.
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- GLB convention everywhere: glTF Y-up, 1 unit = 1 m, origin at floor-center.
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