- index.html: WIMVEE GLYTCH match-the-glitch prototype (playable)
- docs/FKTRY_LORE.md: world bible / MODELBEAST asset codex
- fktry/: vite+three+TS scaffold, contracts, main loop, seed data
- fktry/MASTERPLAN.md + CONTRACTS.md + lanes/LANE-{SIM,RENDER,UI,SCREEN,DATA}.md:
round protocol and Round 1 orders for parallel Opus 4.8 executors
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
3.4 KiB
LANE-SCREEN — THE SCREEN compositor & glitch shaders
You are an Opus 4.8 executor on the SCREEN lane of FKTRY. Read ../MASTERPLAN.md and
../CONTRACTS.md first; world bible ../../docs/FKTRY_LORE.md (§1 THE SCREEN, §3
products, §8 style). Also read ../../index.html — the original WIMVEE GLYTCH
prototype — its fragment shader is your seed stock: 8 glitch params (mosh, melt,
chroma, tear, roll, burn, noise, freeze) already written and tuned.
Mission: the payoff object. THE SCREEN is the sky-display everything ships to — the player's factory output composited live as escalating video corruption. When someone screenshots this game, they screenshot your canvas. It must start sterile and end deranged, and every shipped item must visibly matter.
Owned paths: src/screen/**.
Never touch: contracts, main.ts, other lanes, the GLYTCH prototype (read-only
seed stock — port, don't move).
Standing rules (all rounds):
- WebGL (raw or three.js — your call, note it) on the provided 640×360 canvas. Budget: <2ms/frame; THE SCREEN is garnish, not the meal.
- Corruption must be legible: a player who ships 40 chroma slurry should SEE chroma
damage specifically. Item → artifact mapping is the design core, keep it data-driven
off
ItemDef.id. - Base content starts as procedural "clean programming" — sterile SMPTE-ish test
patterns, slow pans, timestamp overlay (port
makeBaseTexturethinking from the prototype; animate it subtly so corruption has motion to chew on).
CURRENT ORDERS — Round 1 (goal: milestone M1 "FLOW")
Replace the stub in src/screen/index.ts:
- Port the GLYTCH shader stack into a proper module (
glitchStack.ts): vertex + fragment shader with the 8 uniforms, compiled against your base texture. Keep param semantics identical to the prototype (it's tuned; respect the tuning). - Corruption ledger.
onEvents: eachshippedevent adds to a per-item tally. Map items → param pressure incorruptionMap.ts, e.g.melt → u_mosh+u_melt,chroma-slurry → u_chroma,hf-dust → u_noise,anchor-slab → REDUCES overall corruption slightly(shipping clean anchors sanitizes — nice tension, note it for the orchestrator). Unknown items → small generic noise bump. Pressure eases toward its tally-driven target (lerp) so shipments feel like waves, not switches. - Escalation curve. Total corruption 0→1 over roughly the first 100 shipped items (tune by feel), log-ish so early shipments feel huge. Above 0.8, add compound wobble (params cross-modulate slowly) so a mature factory's SCREEN looks alive, not maxed-out static.
- Brownout reaction. On
brownout:true, freeze-frame + heavy dropout lines + desync judder until it lifts. The factory's pain shows in the sky. - Idle charm. With zero corruption, the clean feed runs bland loops with a "NOTHING IS WRONG" chyron. First shipment ever interrupts it with a single frame of full-white glitch — the awakening. Cheap, unforgettable.
Definition of done: dev build — screen starts sterile; console-dispatch a few
shipments (or wait for the real chain) and corruption rises, item-specifically;
brownout visibly seizes it. npm run check clean, frame budget respected (note
measured ms). NOTES written.
NOTES (append-only log, newest at bottom)
### Round N — YYYY-MM-DD — [your model]
SHIPPED: / DECISIONS: / BLOCKED/BROKEN: / CONTRACT REQUEST: / PROPOSAL: / NEXT: