gigaslop/CLAUDE.md
type-two 03bb13aff9 M3: VC mandates and rival CEO events
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>
2026-08-01 10:30:55 +10:00

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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-agnosticsrc/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 dev on :5173 (.claude/launch.json has 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 to public/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 35, immersion cooling, offshore ships, lobbying.