Commit Graph

7 Commits

Author SHA1 Message Date
type-two
7709484ea7 [lane B] The Pyloric Guardian: the first boss, built to C's spec
GUTS has had three bosses designed and none implemented. This is the first, and the framework
the other two should reuse. Built to LANE_C_NOTES §Boss specs, phase table and all.

WHY IT IS SMALL. A boss here is not a parallel entity system, it is a SCHEDULE over the enemy
pool. The nodes and vents are ordinary enemies, so weapons hit them, the InstancedMesh draws
them and enemy:die reports them for free; the fight's identity lives entirely in WHEN they can
be hurt, which is two flags (`invuln`, `armor`) honoured by enemies.hurt(). boss.js is a state
machine and nothing else.

Faithful to C's table:
  P1  4 rim nodes, iris opens 2.5s every 8s
  P2  4 nodes, opens 1.8s every 5s, TWO armoured — and only the antacid torpedo strips them
  P3  the core alone, 60hp = C's "x5 hits", plus the 25s doom timer that kills you if you stall
Telegraphs are C's too: a "deep gulp" 2s before each window (boss:telegraph + audio), and nodes
go amber -> white-hot exactly when they become shootable — one uniform driven off `invuln`, so
the thing that glows IS the thing you can hurt, always.

Vents are turrets at fixed arcs: a turret already fires a telegraphed homing projectile on a
cooldown, which is what an acid vent is.

hp is B's call (C: "numbers need B's framework to tune against"). 150 per rim node means a ring
outlives its first window, so you must come back for it — which is what lets the stomach's
coat-drain be the real clock. C's pillar, verified: parked in the lair for 20s without fighting
back, coat goes 100 -> 0. "A race against your coat, not its hp."

Verified end-to-end: a paced pilot (11 shots/s, ~70% uptime) wins in 38.8s across 9 windows at
0.38 open-duty (spec: 31-36%); phases report 4/0 armoured, 4/2 armoured, 1 core; damage is
refused while the iris is shut; the two armoured nodes consumed exactly 2 torpedo strips.

Not included: C's arena churn (a force on the player, the one part of the spec that is a feel
change rather than a schedule) — noted for the round that tunes it.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-25 22:50:56 +10:00
type-two
3c059f20db [lane B+C+F] The biofilm gate: the reputation cash-out, "it helps you in level 5" made real
The deeper payoff of the flora loop. A new `biofilm` level event: cross one and combat checks
BIOME STANDING — high enough (>= need), the native flora PART the biofilm, budding a wave of phage
allies + refilling coat, then spending the goodwill; too low, it stays sealed and you run the
gauntlet raw. Emits `biofilm {opened}` so E can voice both.

- combat/index.js: biofilmGate(ev) on the level:event pump (fields need/allies/coat).
- levels/index.js: the selfcheck knows the `biofilm` type now (validates need 0..100).
- L2: one demoed at s2500 — the opening flora/akkermansia/beacon let you BANK standing, and the
  gate cashes it into a phage escort right before the hiatus + reflux finale.

The mechanism is complete; L5 also gets the fast-route/Appendix branch when that level + world
support land. Verified in-engine: high standing -> opened, 3 phages, coat 50->90; low -> sealed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 00:16:12 +10:00
type-two
aae1ebdcfd [lane B+C] Akkermansia: spend coat to summon allies sooner
The cleverest node in the reputation loop — a commensal that eats your mucus. Brushing it
COSTS coat but fills BIOME STANDING fast (gain 12 vs flora's 5): the "spend coat for a quicker
phage ally" trade against flora's safe heal-and-slow.

- enemies.js: flora's branch generalised to a shared COMMENSAL branch, sign-flipped by data
  (cfg.coat gifts, cfg.coatCost nibbles); flora:tended now carries `gain`. New `mucus_grazer`
  archetype — cyan (still flora, readability law), but a dodecahedron amoeba-blob so the coat
  cost reads as a different bug, not a betrayal by the healing rod.
- combat/index.js: standing gain comes from the event's `gain`.
- levels: ARCHETYPES += mucus_grazer; catalogue `akkermansia`; L2 teaches it at s210, right
  after the flora reef so the same-colour / opposite-trade contrast lands.

Verified: brushing it dropped coat 100->88 while standing hit 36% in 3 tends (4x flora's rate);
distinct blob vs the flora capsule.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 20:30:17 +10:00
type-two
4bcb942312 [lane E] The biome meter: the reputation you're building, made visible
A teal BIOME STANDING bar joins coat/hull in the HUD (matches the thin-cyan line-work; scale-
only per the 60fps law). Hidden until the first `standing` event, so a flora-less level never
shows a bar you can't fill. Brightens near full to telegraph an incoming phage ally.

combat/index.js: rescaled standing to a clean 0..100 (tend +5, harm -35) — a FULL bar buds an
ally and drops to a 50 recharge floor, so the meter reads as "charge it to summon help." First-
pass numbers; tune to taste.

Verified in-engine: tending flora reveals the bar and fills it proportionally (0.20 -> 0.45),
teal, below coat/hull.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 18:05:44 +10:00
type-two
71b0663b77 [lane B+C] The phage ally: tend the flora and the biome fights for you
The first ALLY, and the reputation loop that earns it — "don't shoot the biome, it helps you"
(V2_IDEAS) made mechanical.

- combat/enemies.js + balance.js: the `phage` archetype. A friendly seeker that hunts the
  nearest FOE (not the player) and rams it — a bacteriophage bursts its host after `bursts`
  hits. Fast (26 > every foe) so it catches things, fragile (hp 8) so it is spent, not a wall.
  Entities now carry a `foe` flag (foes true; flora + phage false); kill() generalised so ANY
  ally scores nothing and never combos. Fallback silhouette is a bare icosahedron = the phage's
  real icosahedral capsid. Teal (EMISSIVE.ally), distinct from cyan "don't shoot" flora.

- combat/index.js: BIOME STANDING — one run-scoped float. flora:tended raises it, flora:harmed
  drops it 25; at the symbiotic threshold the biome BUDS a phage near you (capped 3, 3s cooldown),
  spending standing. Emits `standing {value}` for a future Lane E meter.

- levels/enemies.js: ARCHETYPES += phage; catalogue `phage`.

Verified deterministically in-engine: tending flora budded a phage, which hunted a spore_pod foe
(30hp) and rammed it dead; three-colour readability holds (amber foe / teal ally / cyan friend).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 16:36:03 +10:00
jing
29cca53675 [lane F] Mid-round-2 recovery: the glue that makes L2 a game
All round-2 lane sessions were cut off 15:08-15:16 before NOTES/commits; the three prior
commits preserve their work verbatim. This commit is the wiring B was cut off inside of,
plus the run-state boot owes per ruling #4:

- combat/index.js: fiction-id -> archetype resolve via C's getEnemy() (the round's declared
  ONE blocker), theta-array + spread fan-out for group spawns, hazards + pickups constructed
  and updated (order: enemies -> weapons -> hazards -> pickups, so a torpedo can neutralize
  a surge the frame it detonates), pickup score/samples onto the combat:state scoreboard,
  combat.reset(fromS) for respawn.
- flight/player.js: kill/shove/refill — the API B's new modules call; kill ignores iframes
  by design (boost-dodging through C's lethal acid wall is not a read). Deleted the
  crestSpeed fallback guard per its own comment — A's law landed.
- boot.js: run state. checkpoint crossed -> remembered; death -> 2s -> respawn at it +
  combat.reset() re-arms hazard timelines (pump deliberately does NOT rewind: no
  double-spawns, collected stays collected); gate -> level:complete {stats, par} for E's
  medal card. Exported step(dt) so the stepped-sim harness drives the REAL loop.
- ROUND2_INSTRUCTIONS: MID-ROUND STATUS box for the resuming lanes; f-progress entry.

Verified (deterministic stepped sim via boot.step, :8140): full L2 run fires all 47 events
with ZERO console warns (was: 11 spawn no-ops), all 5 hazard telegraphs, 2400 proximity
ticks, 14 pickups collected, finish 157s vs par 180 while surfing 94s of it. Death path:
throttle 0.7 into the finale -> killed by acid s=3386 -> respawn at Cardia Approach 2980 ->
surge re-arms -> second attempt escapes -> level:complete {deaths: 1}. Survivable AND
losable. Evidence: docs/shots/laneF/round2_L2_integrated_full_run.png. qa.sh GREEN.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 16:39:44 +10:00
jing
0a038582a7 [lane B] Round 1: flight controller, cannon, enemy framework on the stub
Flight (js/flight/): tube-mode controller in spline space (s,x,y) — flow-locked
forward motion, throttle as a spring-back lean, boost + i-frames, banking chase
cam on the parallel-transport frame, arcade wall response (shove + graze damage,
never a hard stop). Twin-stick input: WASD/left-stick moves the ship in the disc,
mouse/right-stick aims, Shift/Ctrl is throttle. Gamepad supported.

Combat (js/combat/): lysozyme cannon (pooled, instanced, heat-limited with
hysteresis lockout) + antacid torpedo emitting level:neutralize. Enemy framework
with floater/seeker/turret and turn-rate-limited homing darts, spawned from C's
level:event. Coat/hull model and the full bus surface E builds against.

Measured (deterministic stepper): flow-lock exact (3s at flow 14 -> s=44.0);
boost peak 30.8 u/s; heat 4s fire -> 2s lockout; wall slam 13.3 coat at 11.3 u/s
with forward speed untouched; 10 combat draws at 55 live enemies (budget <=80);
0.10 ms/frame CPU; 0 leaks over 20 create/dispose cycles. fps NOT claimed — rAF
does not run in the automated pane. Evidence: docs/shots/laneB/.

Three findings escalated in LANE_B_NOTES:
- qa.sh gate #1 is a no-op: node --check silently exits 0 on ESM, so the syntax
  gate has never checked anything. I shipped a real SyntaxError past a GREEN qa.
  Fix + verification handed to F.
- Surf is structurally broken: the peristalsis wave (13.64 u/s) is slower than
  the player (19.6 u/s), so level 2's signature mechanic loses to mashing
  throttle. Not tunable from this lane; escalated to A/F with options.
- Custom ShaderMaterials need #include <colorspace_fragment>, else ART_BIBLE's
  hostile amber reaches the display as rgb(255,26,6). Fixed here; stub/walls
  inherit it.

js/flight/dev.html is a dev harness (boot.js has no player wiring yet); it
retires once F pastes the snippet in LANE_B_NOTES.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 08:56:32 +10:00