9482b8a2bf
13 Commits
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9482b8a2bf |
[lane E+B] The pause card stops fighting the player, and a refused pointer lock stops
faking a crash Audit item 8, plus two bugs the last commit introduced and one it exposed. REQUESTPOINTERLOCK RETURNS A PROMISE. Both new call sites wrapped it in try/catch, which catches nothing — the rejection went to window.onunhandledrejection, which the previous commit had just taught to paint a full-screen FEED LOST. So a browser declining a lock for any of its ordinary reasons (document not focused; Chrome's ~1s lockout after the player leaves a lock with Escape) presented to the player as the game crashing. Caught by clicking: "the root document of this element is not valid for pointer lock" in 15px type over a game running perfectly well underneath. All three sites — title dismissal, resume, and input.js's canvas click — now swallow the rejection. A refused lock costs one click, which is what input.js has always been for. PAUSE ON BLUR HAD NO CARD AND TWO OWNERS. boot.js emitted ui:pause directly, so the loop halted while cards.js's own `paused` stayed false: the game stopped with nothing on screen to say why, and the next P press raised a card that then took a SECOND press to leave. Moved to cards.js, which owns the pause state — setPaused raises the card and emits. It already refuses while the title or debrief is up, so alt-tabbing away from a card correctly does nothing. Verified: blur raises PAUSED, one P resumes, exactly one true and one false on the bus. THE PAUSE CARD WAS NOT MODAL. #ui is pointer-events:none and it inherits, so a click anywhere but the RESUME button fell through to the canvas — whose mousedown handler re-requests pointer lock whenever it is not held. Clicking beside the button captured the pointer, hid the cursor, and left the player paused with nothing to press RESUME with. The dimmer takes pointer-events now (our own handlers are capture-phase on window, so they still see every click; only the canvas stops seeing them). The title keeps no dimmer and stays click-through by design. Pausing also now releases the lock and resuming takes it back. Pausing with P used to keep the pointer captured — a RESUME button that could not be pointed at — while Escape looked fine only because the browser drops the lock for you. Same key, two behaviours, no stated reason. And losing the lock now drops the queued EDGES, not just held keys: the Space you pressed to reach the RESUME button was still in the queue when the card went, so the run restarted by spending a boost you did not ask for. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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4e4311b568 |
[lane E+F] The game remembers you: a save file, a level select and an ending
Audit items 9, 10 and 11 — three features whose backends were finished and whose front ends did not exist. DIFFICULTY WAS UNREACHABLE. levels/difficulty.js has carried three fully specified tiers since round 2 — Endoscopy, Clinical, Terminal, with per-tier assists and a note explaining each — and every single call site in the codebase took the default. `easy` and `hard` were a table nobody could select. getLevel now takes the saved difficulty (?diff= still wins, so a test URL stays absolute), and the title has the switch. Verified live: the world boots at 11 spawns on Terminal against 8 on Clinical. THE CAMPAIGN WAS SIX LEVELS WITH ONE WAY IN. Reaching anything but L1 meant hand-editing ?lvl= in the address bar. The title now lists the campaign, unlocking each segment as the one before it is filed, showing the medal you hold on each. `LS_` is C's secret prefix, so the appendix stays a row of question marks until you have earned your way in — naming it in the menu would have given away the one thing in this game you have to discover. THE CAMPAIGN HAD NO ENDING. C's anal_verge gate carries `to: null` — the only gate in the game that does, its own note calling it "the end of the campaign" — and boot's ui:continue handler opened with `if (!e.to) return`. Finishing GUTS parked you on a medal card forever with no way out but the address bar, and the card said "any key", the same words it uses when it has nothing to tell you. Now the clear is filed and counted, the card says you are out, and the title carries CANAL CLEARED. New core/save.js is the whole persistence layer: one localStorage key, one flat object, best time / best score / best medal kept per column (they need not come from the same run) plus an attempt count. Every entry point is wrapped — Safari private mode throws on setItem, and a save file must never be able to stop the game booting. Its selfcheck (`node web/js/core/save.js --selfcheck`, now in qa.sh) covers the best-of comparisons and feeds it corrupt, future-versioned and malformed saves. cards.js records rather than boot: this file computes the grade, so routing it through the bus for boot to re-derive would be two copies of the medal table waiting to disagree. One bug found by clicking rather than reading: the first cut of the chips had no pointer-events:auto. #ui is pointer-events:none and it inherits — the file's own header says so — so the buttons rendered, highlighted nothing, and passed the click through to the canvas, which on the title starts the run. It looked like a menu and behaved like wallpaper. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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628ee150ca |
[lane F+E] The run gets a lifecycle, and failure gets a face
Audit items 4 and 5. Both are shell behaviour a finished game is expected to have and this one
never did.
THE RUN NOW STARTS WHEN YOU START IT. cards.js has emitted `ui:start` on title dismissal since
round 1 and its own comment says nothing consumes it — so the simulation ran behind the title
card. Measured: 1.2 s of sitting on the title moved the ship and burned 1.2 s off the par clock
before the player had touched anything. L1's first checkpoint (s=20) and the opening comms line
both fired while the title was still up, and a hazard could hurt you before you started, which is
why cards.js already carries a player:damage auto-dismiss as a safety valve. Now `started` gates
step(); verified s stays at 2 across a second of real frames.
PAUSE ON BLUR. The ui:pause consumer has worked since round 2 and nothing but the pause key ever
produced for it. Alt-tab mid-fight and you came back to a dead ship. blur + visibilitychange now
produce it.
AUDIO HEARS THE PAUSE. engine.js handled eleven bus events and not that one, so the bed, drone,
grain scheduler and heartbeat ran at full level behind the pause card, and the heart slewed to
its resting 50 bpm while you read and snapped back on resume. Ducks the master rather than
suspending the context — the heartbeat's pump schedules against ctx.currentTime and would wake
up in the past.
FAILURE HAS A FACE. Every failure mode in this game presented as the same black rectangle, so a
player could not tell "loading" from "crashed" and had nothing to report:
- loadLevel did `return mod.getLevel(id)` without awaiting, so a rejection escaped its own
try/catch and killed module evaluation. A mistyped ?lvl= now falls back to the stub tube
(which names itself STUB ESOPHAGUS) instead of a dead page.
- frame() re-armed its rAF at the BOTTOM, so one throw anywhere stopped the loop forever while
the canvas kept showing the last good frame. Body is guarded; the loop always re-arms.
- bus.emit ran listeners bare, so a throw in one subscriber aborted the rest of the emit — and
player:state is emitted every frame from inside step(), so one bad frame in the HUD took
combat and audio down with it. Listeners are isolated now.
- webglcontextlost had no handler at all: a laptop sleeping left a white page with a floating
HUD.
All four now land on a FEED LOST card naming the cause, in the game's own voice.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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7455c03ae3 |
[lane B+C+E+F] Playtest blockers: the game never taught its controls, deleted bosses on death, and shipped an unwinnable tutorial
A five-way audit of the shipped build found the first thirty seconds are broken in three
independent ways. All three are verified, not inferred.
1. THE CONTROLS WERE NEVER STATED. The title said "press any key", and aim + fire are both gated
on pointer lock (input.js:45 onMouseMove early-returns unlocked; input.js:50 the first
mousedown only REQUESTS the lock) — so a player who dismissed with a key got no mouse look and
a cannon that silently did nothing. Worse: in an ARENA the forward axis belongs solely to
intent.throttle (player.js), so an untaught player coasts to a dead stop in front of L1's Mast
Cell and reasonably concludes the game is broken. Six arenas across L1/L3/L5/LS are the same
trap. The card now says CLICK TO FLY, takes the pointer lock on any dismissal, and prints the
legend that has existed — written and styled — in flight/dev.html since round 1, visible only
to whoever was running Lane B's harness.
2. DYING DELETED THE BOSS. boot's pump advanced `_ei` monotonically and never rewound. That
reasoning is right for `spawn` and `pickup` (re-firing double-spawns survivors and resurrects
banked pickups) but it silently applied to `boss` as well: die to any of the five, respawn,
fly through an empty lair, cross the gate, and collect a graded medal for a fight that never
happened. Dying was the fastest route past every boss in the game. Now a REARM set ({boss,
acid}) re-fires on respawn while everything else is retired into `_spent`. Verified by event
trace: start:mast_cell -> end:wipe -> start:mast_cell. Also despawns the sentinel's body on a
wipe, which the fix exposed as a duplicate (1 -> 2 Mast Cells per death).
3. L1'S TIDE WAS UNWINNABLE, AND MINE. I authored it this morning at speed 5 in a flow-2 segment,
reasoning "5 against 2 catches a dawdler". The player ceiling there is 2.8 u/s sustained
(throttleMax 1.4 x flow 2); boost peaks 5.2 for 0.55s on a 2.4s cooldown. C's own --sim prints
the verdict in plain text — "required 2.50x UNWINNABLE" — and I never ran it. Because
hazards.js grazes on gap<=catchRadius and the gap stays negative once passed, it was a ~74 dps
loop back onto the s=475 checkpoint: a brand-new player, in the default level, hard-stopped
three minutes in. Retuned to 2.4 (required 1.20x — the same shape as L2's teaching burp).
The validator was exempting it: `if (!c.lethal) continue` in levels/index.js meant qa.sh went
green over a death loop. An unwinnable chase is a design failure whatever its lethality — a
non-lethal one you cannot outrun is a continuous-damage trap. That exemption is gone, and all
six levels still validate.
Also: DEFAULT_LEVEL was still 'L2_esophagus' from when L2 was the only finished level, so every
new player skipped the tutorial entirely and started mid-campaign. LANE_C_NOTES §→ Lane F #2
said "change it if you would rather it be L1". It is L1 now.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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5a891107e2 |
[lane B+F] The enemies were never wearing their meshes: boot forgot to pass assets to combat
Chasing "more detailed looking enemies" turned up the reason detail never landed, and it was
not the art.
boot.js built combat as `createCombat({ scene, world, bus, rng, flags, player })` — no `assets`.
createCombat defaults it to null, so createEnemies got null, so `assets?.get?.('models', type)`
returned null for EVERY archetype and every enemy in the game has been quietly drawing its
procedural primitive. Lane D's GLBs loaded correctly, verified correctly, and were never once
rendered. spore_pod has been an icosahedron since the day it shipped; the Giardia and H. pylori
meshes from an hour ago were cones.
This is the nastiest shape a bug can have: the fallback path is INDISTINGUISHABLE from success.
`assets.get('models','spore_pod').geometry` was there and correct every time I checked it — I
was checking the loader, never the pool that consumes it. Measured after the one-word fix: pool
geometry goes 42 verts -> 6056 (spore_pod), and the new pathogens render at 2234 (Giardia) and
2500 (H. pylori).
Also in: the entity matcap the same investigation was written to prototype. emissiveMat takes an
optional matcap and applies it as LUMINANCE ONLY — sampled, reduced to luma, multiplied into the
core — so an amber foe stays exactly amber and a cyan commensal stays exactly cyan. The
ART_BIBLE readability law that the whole friend/foe system rests on is untouched by construction,
while the silhouettes stop being flat glows and start reading as lit, wet, three-dimensional
organisms. Switchable with ?matcap=0 for A/B, and absent-safe if D's matcap never shipped.
Weapons and pickups deliberately keep the flat look — a tracer is not a creature.
Net effect for playtest: this is the first build where the pathogens are actually visible as
pathogens. The GLB pipeline was correct for weeks; the wiring was one word short.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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87a4803bde |
[lane A+B+C] L3 Stomach: the acid sea, and pH as a resource you can see
The last skeleton. L3 has been 4 events since round 1, waiting (in its own status field) on
"the pH field" and a boss framework; both exist now, so the level is authored: 46 events,
2500 units, the sea, and the Guardian at the end of it.
THE PH MECHANIC, finally load-bearing. Lane A built an acid plane in round 2 and left two
hooks on it — depthAt() labelled "B:" and set() labelled "C's event pump drives this" — and
nothing had ever called either. Now:
- player.js scales the biome's ambient coat drain by SUBMERSION. Stomach 2.2/s x5 = 11/s
under the surface (measured: 8/s net of regen, and regen is off for 2.5s after any hit,
so it is brutal mid-fight); x0.15 above it, which is effectively safe air.
- a new `acid` level event names a target height and boot eases the sea toward it in step(),
so a RISING TIDE is a beat C can author. L3 uses two: -14 -> -6 mid-sea, then -6 -> +2 in
the antrum, where the surface goes ABOVE the centreline and the safe lane simply stops
existing. Measured: the identical spot (y -5) goes from 0/s to 9.67/s across that tide.
This is the GDD's "mucus shallows are safe lanes" expressed as DEPTH rather than wall-hugging,
which is better on two counts: it reads instantly (you can SEE the surface) and it makes the
vertical axis matter in the one level that is a room. Every collectible worth having is under it.
Gated on the sea's s-span, not on depthAt alone — depthAt returns a bare -1 outside the span
and that is indistinguishable from "1 unit above the surface", so reading it naively would have
quietly scaled ambient drain on every level in the game. Caught before it shipped.
Level: cardia (still teal, so the fundus can REVEAL the sea) -> fundus (the teaching room:
huge, low tide, nothing kills you fast) -> body (the sea proper, tide rises while you are in
it) -> antrum (no safe air left, only speed) -> pyloric antrum (the Guardian). H. pylori is
taught alone in the dome and tested in a rising sea; pepsin swarms scale 3 -> 6; bezoar_chunk
is a new catalogue row for the stomach's traffic.
L3 has NO commensals and no biofilm gate, which is anatomically exact — acid sterilises, which
is why H. pylori is famous for surviving it. So BIOME STANDING goes quiet for nine minutes and
comes back in L4, which makes L4's colonies read as relief rather than furniture.
C's sim: par 540s vs par-pace 555s ("requires pushing above par-pace"), pressure
3.75/1.50/2.44/2.16, min clearance 7.15 vs the 2.5 law, all 21 checkpoint gaps under 30s.
par.score corrected 9000 -> 5500, because 9000 was above everything the level can actually pay.
Deferred, and said out loud rather than quietly dropped: churn cyclones. A vortex that flings
the player is a FORCE and no hazard in the tree applies one; it wants the same A/B work as the
Guardian's arena churn and should land with it.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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a318cf09f7 |
[lane B+C+F] The Appendix Sovereign: the secret boss, and a reputation you cannot fake
Two boss specs written to C's format (LANE_C_NOTES §Boss specs, round 3 additions) and the
first of them built. Both extend the roster along C's own law — one boss, one pressure — onto
the two axes the game had systems for and no boss pointed at: reputation (§4 Sovereign) and
restraint (§5 Mast Cell, specced only).
THE SOVEREIGN. The appendix is not vestigial: it is a biofilm reservoir where the gut's flora
shelter and re-seed the colon after a purge, and the whole fight is that fact. It is the only
boss whose existence is decided before you arrive — read once on entry:
karma >= 70 THE COMMUNION — no fight at all. Full coat, a permanent phage escort. The
reward for five levels of restraint is being spared a boss.
karma >= 30 THE TOLL — P1 only.
below THE SOVEREIGN — three phases. P1's matrix is immune to the cannon and only the
antacid torpedo disperses it (a mature biofilm's whole defining trait); P2 is a
quorum bloom that re-armours when the room gets crowded; P3 is a 20s reseed run.
And the mechanic that makes it this boss: the lair is seeded with YOUR OWN FLORA, and it feeds
on dysbiosis — every commensal your stray fire kills re-armours a plate, live, mid-fight.
KARMA vs STANDING — a real bug found in testing, and worth the extra number. `standing` is a
SPENDABLE meter: a full bar is consumed to bud an ally, dropping to a 50 floor. That meant a
perfect player could never HOLD >= 70, so the Communion was almost unreachable — verified: a
symbiotic pilot showed standing 50 and was demoted to "toll". `karma` is the same inputs with
nothing spending it. The Sovereign's tier and gates' `secretTo` branches read karma; E's bar
still reads standing.
Also: boss.js generalised to a registry, which was the claim its header made — the Sovereign
needed zero changes to enemies.js. LS_appendix (3 segments, 800 units, 16 events), reached from
L4's ileocecal valve via `secretTo`/`secretNeed` — anatomically exact, the appendix hangs off
the cecum right past that valve. The secret is hidden behind conduct, not behind a wall.
C's selfcheck caught par.time as a free medal and the fix improved the design: par 160 sits
under the timid traversal, so only a Communion run (which has no fight) can beat it. The time
medal rewards the same conduct the level is about.
Verified: all three tiers branch correctly (communion = 0 nodes + 4 phages; toll = 1 phase;
full = 3 phases, 4 armoured); killing a commensal mid-fight re-armours a plate (reason
"dysbiosis"); the valve routes karma 100 -> LS_appendix and karma 0 -> L5. Levels 5/5 valid.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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fb08d7895b |
[lane F] Chain the campaign: CONTINUE now loads the next segment
cards.js has been raising `ui:continue {from,to}` since Lane E round 1, with the comment
"INTEGRATOR: nothing consumes ui:continue yet." Boot consumes it now, so crossing a gate and
pressing CONTINUE loads C's `next` level instead of ending the run. Three levels in a folder
become a campaign.
Deliberately a full page load: the alternative is rebuilding world + player + combat + UI in
place and re-wiring every bus listener to save ~1s on a transition that happens 4 times a run,
and the reload guarantees no leaked pools or stale event pumps. Flags ride along (?dbg=1,
?seed= survive the hop). A `to` that isn't in CAMPAIGN — or is null — ends the campaign on the
medal card rather than dumping the player into the stub tube.
Verified: L2 -> CONTINUE -> ?lvl=L3_stomach with flags intact; unknown "L4_small_intestine"
and null both correctly no-op.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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464f5c8a18 |
[lane E] The game finds its voice: procedural synth bank, the WebAudio graph, the damage feed, and the medal/title/pause cards
Round-1 Lane E audio + the two remaining UI surfaces, consolidated from the JING5
clone onto main and made determinism-clean:
- audio/synth.js — procedural voice bank (primary path; audible with an empty manifest)
- audio/engine.js — WebAudio graph, cue router, bed, heartbeat; now the listener for the
11 gameplay bus events that were previously firing into the void
- ui/feedback.js — feed-corruption damage overlay (an ART_BIBLE law previously unmet)
- ui/cards.js — title / medal / pause cards; boot now honours ui:pause
- boot.js — mounts all five modules with per-module failure isolation and a
frame() tick (never step(), so stepped sims stay deterministic)
Determinism gate: threaded engine's seeded rnd (mulberry32 off ?seed=) into createSynth,
replacing every Math.random in synth.js. Audio texture is now reproducible per-seed and
qa.sh is green.
Verified: QA green; runtime smoke on ?seed=7 scheduled 182 osc + 91 buffer voices + 268
envelope ramps during play, zero console errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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83c30bf344 |
[lane E] The instrument exists: a HUD, and a surgical team who talk to you
#ui had been an empty div since round 0 — E never ran. It has an owner now. HUD (charter #1): coat/hull, heat, torpedo pips, speed/flow/throttle, boost, score, combo, biome + segment name, and a progress rail with C's 10 checkpoints ticked. Bus-only — zero imports from B, exactly as the charter asks. player:state and combat:state arrive every frame and ARE the clock, so the HUD cannot tick while the game isn't running. 60fps law: DOM is built once; the hot path is transform + textContent-on-change only. Bars scale (scaleX), they never resize — a width:% write per bar per frame is a layout pass. Torpedo pips rebuild only when ammoMax changes, not when ammo does. COMMS — on nobody's list. Argued for, then built. The GDD says "Star Fox arcade flow" and there was nobody in the game but the player. Three-hander: voss (attending, terse), park (resident, over-excited), adeyemi (immunology, apologetic — and amber, the colour of the cells attacking you; his fault). Deterministic round-robin per trigger key, no RNG. Priority ladder + per-key cooldowns so the crew shuts up during a firefight. It turned out to be more than flavour: it is the tutorialisation channel the GDD asks for and L1 has no other vehicle for. The hazard lines teach what C's HAZARDS registry note says the hazard IS ("ring gate. it opens on a beat — match the beat, do not ram it"). Keys are the real HAZARDS ids, checked against levels/enemies.js rather than guessed — all three L2 kinds get bespoke lines, zero generic fallbacks. A level's worth of dialogue is now a data edit in LINES. Three defects, all mine, all found by the stepped sim, none visible to the eye: - The progress rail was dead. I read `level.length` — a field that does not exist. The level carries segments, not a total. It now uses the runtime world.length that B already divides into p.progress. - My clock was fiction. Comms counted `+= 0.1` per timer tick and called it seconds; a backgrounded tab throttles setTimeout to ~1s, so lines held ~10x too long. It now reads performance.now(). - Every hazard warning had the LOWEST priority in the game. PRI has a key `warn`, but say() is called with `warn_reflux_surge`, so PRI[key] was undefined and fell through to the default of 1 — the surge screaming "GO. GO." could be talked over by park admiring a specimen. Keys now resolve exact-then-family. The evidence shot IS the fix: same seed, same frame, the warning now sits where the checkpoint line used to be. ### -> Lane B — player:state stops emitting the moment you die player.js:103 early-returns before the emit when !st.alive. So `alive` is unobservable (E can only ever read true — the field is currently decorative), and E cannot use player:state as a clock, because it stops exactly when the death UI needs to run and through boot's whole 2.0s respawn window. Comms works around it with its own wall-clock. The death/respawn feed-drop (charter #4) will not be able to. Ask is in NOTES; not patching your file. ### -> Lane F — two contract items I edited boot.js (~10 lines mirroring your own dynamic-import/try-catch/ console.info fallback) because #ui needed an owner and two modules nothing constructs aren't worth much. Ratify or move it. Second: shot_sink.py cannot photograph Lane E — it POSTs renderer.domElement.toDataURL(), and the HUD is a DOM overlay, so the house evidence tool renders it invisible. This shot is a composite (canvas -> 2D canvas, then #ui via an SVG foreignObject). Offer to lift it into pipeline/ as DBG.shotUI() stands. qa GREEN. Evidence: docs/shots/laneE/round2_hud_aortic.webp (s=1111, seed 7, live hazard warn + x6 chain). Dev server guts-e on 8146. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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> |
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4ccf5edcc0 |
[lane F] Round 1 integration + ROUND2 instructions: the game is a game
Wired B's player/combat + event pump, D's assets, C's level pick into boot. Fixed qa ESM gate (node --check no-op, found by B) + added spline selfcheck. TECH: world contract FROZEN v1.1, bus events ratified, colorspace + crest-speed laws (CREST_FACTOR 1.6 — B proved surfing lost to throttle at 1.0). Stub complies. Verified integrated build via 60s stepped sim: 9 draws, 0 errors, 0 asset misses; one known gap (fiction-id spawn resolve) confirmed and assigned as B's top item. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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34f84ab162 |
[lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world
GDD v1 (flow-locked hybrid movement, 5 biomes + secret, boss roster), TECH contracts (world API, level schema v0, bus events, manifest law), ART_BIBLE (synthetic scanner look), PIPELINE (MODELBEAST-first, fal gated), PROCESS (PROCITY lane/round law), charters A-F + ROUND1 instructions. Seed code: shell + boot + core (rng/bus/flags) + stub world (peristalsis shader tube, 1 draw / 102k tris, contract-complete) + qa.sh (GREEN). Verified in-browser; evidence docs/shots/laneF/round0_stub_tube.png. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |