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-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 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.