Raise Seed through Series C for cash against views-delta mandates with deadlines; success advances the round ladder, failure burns 25% of cash and permanently dilutes income 15%. Four fictional rival archetypes fire on a seeded timer: Doomsworth congressional panics (ALGO HEAT spikes), Hypeman fake demos and Poogle algo tweaks (view debuffs), Freeman Weights clone drops (API price crash) — with a paid 60/40 CLAP BACK gamble. HUD: mandate progress banner, rival effect badges, total views stat. Fix: scene texture list now derives from the catalog (new sprites were rendering as purple placeholders). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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GigaSlop — project notes for Claude
What this is
Satirical AI-datacenter tycoon game. Web-first: TypeScript + Vite + PixiJS v8.
Design doctrine: the sim stays engine-agnostic — src/sim/ must never
import from src/render/ or src/ui/ (a future Godot/Steam port swaps the
renderer only). Fixed 10 Hz tick, deterministic (seeded rng in state, no
Date.now/Math.random inside sim).
Dev loop
npm run devon :5173 (.claude/launch.jsonhas the preview config).- The Browser-pane tab is usually
visibility: hidden→ RAF doesn't fire. The sim is pumped by setInterval on purpose; don't move it back into RAF. window.__giga= debug handle {state, scene, place(), wire()} for JS-driven playtesting. Keep it working — automation depends on it.- All balance tunables live in
src/sim/balance.ts. Tune there, nowhere else.
Art pipeline (MODELBEAST)
python3 tools/mb_gen.py [--only room|objects|slop]regenerates art on the farm (queue http://100.89.131.57:8777, token from ~/Documents/backnforth/.env). Deterministic seeds from asset slug — same slug, same image.- Object sprites: flux_local → bg_remove_local (background:"transparent") → autocropped in place (PIL alpha-bbox, 8px pad). If you regenerate, re-crop.
- Room/grid registration:
src/render/iso.ts(TILE 82x41, ORIGIN 510,346) is hand-fitted topublic/assets/gen/room.png. New room image = refit constants (toggle the Grid overlay to check). - Slop thumbnails are intentionally AI slop; titles in src/data/sloptitles.json (Ollama on m4pro was down at bake time; hand-authored — regenerate via tailnet Ollama when it's back if more are needed).
Roadmap (agreed with John 2026-08-01)
✅ M1 art-forward Tier-1 slice (save/load, naming, SFX) ✅ M2 platform-decay treadmill: platformAdapt rises per publish, throttles all view rates (up to 85%), tier-up grants relief — verified loop: publish → squeeze → train → relief. Infra: 20A sub-panel (+1500W), fiber uplink (1Gbps/8 ports), Cash Furnace (burns $1.5/s for +40% views; John's idea, keep it — endgame R&D tree should have a literal cash-conveyor upgrade). ✅ M3: VC rounds (Seed→C) with views-delta mandates — fail = -25% cash and permanent equity dilution; rival CEO events (Doomsworth/Hypeman/Freeman Weights/Poogle) on a seeded timer with timed view/price effects and a 60/40 CLAP BACK gamble. Seed goal calibrated empirically: decisive play ≈48K views/8min, goal 40K, idle ≈12K. → M4 candidates: hazards (thermal runaway fire), Tier 2 garage move (bigger room = new backdrop + grid refit), R&D skill tree (endgame: automated cash-conveyor→furnace), subscribers/SaaS as second revenue. Design pillars (John-approved framing): Throughput, Allocation, Attention, Capital, Expansion. Macro layer (Tier 4-5) = strategic map, NOT city-builder. Cut until earned: Tiers 3–5, immersion cooling, offshore ships, lobbying.