a3784c0371
10 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
a3784c0371 |
[lane B+C] L5 Large Intestine: the dark, the gas, and The Blockage — the campaign is complete
The last level. 6 segments, 3200 units, 51 events, and the end of the game: `next: null`.
THE GAS. GDD: "flammable gas pockets: shooting inside one detonates it (hurts everyone —
risk/reward)". Built literally, as an entity whose kill() throws a blast:
- one cannon pellet sets it off (hp 10) — the hazard has to be hair-trigger or "don't shoot
near it" is not a constraint;
- the blast reaches 16 units, FALLS OFF with distance, wipes foes, hurts YOU, and chains
through other pockets, so a corridor of them is a fuse;
- foe:false, so the pocket itself scores nothing — you are paid for what the blast KILLS,
which makes the reward self-balancing.
Measured: one pellet into a line of four detonated all four; a blast took 4 virions and paid
240; the player takes 30.3 coat point-blank, 15.4 at mid range and 0 at 20 units. "Detonate
from max range" — which C's Blockage spec calls optimal play — is a real, measurable skill.
And the cruelty that makes the level: fog 0.075 is the densest in the game and there are no
real-time lights in GUTS, so THE POCKETS ARE THE LIGHTING. Clearing a room safely also clears
the lights. No new rendering path was added for the dark; the biome's fog and the emissives
already did it.
THE BLOCKAGE (LANE_C_NOTES §Boss specs 3) — 5 armoured plates -> 4 tumbling chunks -> the core
under a 30s doom timer, with gas pockets seeded into every phase, so the boss's own room is its
worst weakness. First cut ran 25.7s, shorter than the mid-game Guardian, which is the wrong
shape for a finale — its windows are continuous by spec, so hp went 120/130/150 -> 220/230/280.
Now: 49.7s brute-forcing the plates, 30.2s using the gas. The room is the weapon, and the
difference is 40%.
The reputation loop lands here as designed: two biofilm gates, the second sixty units from the
final boss. Five levels of deciding whether to shoot the cyan resolve into three phage escorts
and a full coat, or nothing at all, in the dark, at the door.
Registering L5 also closes two dangling threads — L4's ileocecal valve and LS_appendix's exit
both pointed at it and now resolve.
C's tooling: 6/6 levels valid, sim par 540 vs par-pace 505 (reachable, with room for the boss),
pressure 1.33/4.09/3.21/5.75/4.12, min clearance 8.30 vs the 2.5 law. par.score corrected
7000 -> 4000 and a missing checkpoint added at 3060 (the 30s law caught a 34.8s gap I had left
between the boss and the gate).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
|
||
|
|
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>
|
||
|
|
1e4775ab12 |
[lane C] L4 Small Intestine: the long maze — the campaign doubles in length
The first new level since L2, and the campaign's endurance beat. 7 segments, 6000 units,
63 events, ~10 minutes. Authored entirely from systems that already exist — no new engine work.
The three acts are anatomy, not invention: duodenal bulb -> descending duodenum (the ampulla,
where bile enters) -> jejunum -> deep jejunum -> ileum -> terminal ileum -> ileocecal valve.
Giardia really colonises the duodenum/jejunum and Peyer's patches really concentrate in the
ileum, so the difficulty curve IS the gut's own immune gradient: you fly from the quiet
absorptive end into the lymphoid end and the walls get angrier.
Identity vs L2: flow 8-10 against L2's 12-20, curviness up to 0.70, fog 0.050. L2 punishes bad
reflexes; L4 punishes bad reading. Segmentation ring gates (the small bowel's real motility)
teach at 70% open and test at 43% in an 8-unit lumen.
Three catalogue rows carry the new fiction onto existing archetypes — chyme_clump (floater),
neutrophil_hunter (seeker), bifido_colony (flora). The ileocecal biofilm gate at s5500 is the
first time the reputation loop pays out at a level's END rather than mid-level.
C's own tooling verifies it: selfcheck 4/4 valid, and --sim reports par 600s vs par-pace 576s
("par is reachable at par-pace throttle"), a pressure curve of 1.00/1.43/1.90/2.46/1.65/2.69/
1.63, min clearance 3.62 vs the 2.5 law, all 22 checkpoint gaps <= 29.3s. Driven end-to-end
in-engine: all six entity types spawn, biofilm fires at 5500, valve gate completes to L5.
The GDD's Tapeworm miniboss is not here — no boss framework exists yet. It goes in at ~5500
when that lands; the level notes say so.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
|
||
|
|
fce26abfab |
[lane B+C] Three more microbes: the swarm, the driller, and the reward beacon
Roster round-2, batch 2 — three new archetypes, mostly reusing existing behaviour branches: - virion (norovirus): a tiny fast swarmer, its own pool of 40 so a cloud reads as a swarm. Shares the seeker branch (chase + dissolve on contact). The arithmetic threat. -> L5. - driller (H. pylori): a TANKY corkscrewer (hp 50). Seeker chase + a rotating perpendicular drift (the helix), and it does NOT dissolve on contact — it grinds you and keeps drilling, so you must out-damage it. A new behaviour branch. -> L3 stomach; previewed in L2 at s2240. - beacon (Faecalibacterium): the reward-state commensal. Shares the commensal branch, heals AND gives the biggest standing (25) with no coat cost. A bright cyan octahedral gem, the special one of the family. -> L5; previewed in the L2 breather at s1580. Verified in-engine: driller corkscrews + survives contact; virion is tiny + dissolves; beacon heals coat and spikes standing to 50% in two tends. Three clean distinct silhouettes (gem / cone / dot-swarm). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
b2d9b46c30 |
[lane B+C] Giardia: the latch, and boost becomes a dodge
The first foe with an ATTACH state machine, and the first that gives boost a defensive job. Giardia chases like a seeker, CLAMPS its ventral suction disc onto your hull, and drains coat while it rides — until a boost's i-frames throw it (or it lets go after attachMax, then can't re-grab for reattachCd). The counterplay is timing a boost, not out-running it. - enemies.js: `latcher` archetype — a two-state (chase / attached) branch. Attached, it rides player.pos + a spin offset and drains `drain`/tick; ps.iframeT > 0 (boost) detaches and flings it clear. Amber tetrahedron (the trophozoite), so a clinging one reads on the hull. - levels/enemies.js: ARCHETYPES += latcher; catalogue `giardia_latch` (biome small_intestine). - L2: one Giardia previewed on the open thoracic run (s1940) — it belongs to L4's villi maze, but the grab works in a flow tube, so it teaches the boost-dodge verb now. Verified: it chased + clamped, drained coat 100->84 while attached, and a simulated boost (iframeT) shook it off. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
b0abbaf76b |
[lane B+C] C. difficile: the kill that isn't clean
A foe whose corpse keeps hurting — the definitive colon enemy. C. diff drifts with a corrosive aura like any floater, but on death it leaves a SPORE_CLOUD: a static acid-green zone that damages anything in it for ~5s, then disperses. Killing it costs you the ground it died on (shoot the cloud to clear it, or fly around). - enemies.js: two archetypes. `cdiff` (amber octahedron, shares the floater drift+aura branch) drops a `spore_cloud` in kill(), placed at the death spot. `spore_cloud` (acid-green per the readability law, foe:false so the phage ignores it and clearing it never scores) is static, damages on contact, and counts down a `life`. Entities gained a `life` field (only the cloud uses it). - levels/enemies.js: ARCHETYPES += cdiff; catalogue `cdiff_bloom` (biome large_intestine — registered for L5's encounter pass, not shoehorned into the esophagus). Verified: killing a cdiff dropped a cloud at its death spot; sitting in it dropped coat 100->89; the cloud expired after its life. Amber octahedron vs acid-green blob — clean read. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
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> |
||
|
|
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>
|
||
|
|
0ac11ae040 |
[lane B+C+D] Microbes, friend and foe: the GLB loader, a friendly commensal, and a distinct-mesh yeast
The round-2 microbe pass, vertical slice. Cross-lane (integrator call): the point was one
thread proven end to end — art pipeline in, friend and foe out.
- core/assets.js (D): the GLB loader, finally wired. GLTFLoader was vendored but never
imported and the manifest had 0 models, so enemies.js's `glb?.geometry` hook was dead code.
Now every manifest model preloads (AWAITED — pools set geometry at construction, a late load
can't retrofit an InstancedMesh) into ONE BufferGeometry normalized to a unit bounding
sphere; get('models',n).geometry lights up the hook. Optional-asset law intact: any failure
-> no geometry -> procedural fallback.
- combat/enemies.js + balance.js (B): two new archetypes.
flora — the FIRST FRIEND. Cyan (ART_BIBLE: flora reads friendly). Drifts like a
floater but its aura HEALS (sheds coat), never harms. Shootable — and shooting
it is the reputation trap: kill() gives no score, no combo, emits flora:harmed.
Verified: the aura fires player.refill({coat}); a shot flora scores 0.
spore_pod — a foe yeast cluster: the floater's drift+aura, but its OWN pool so its blobby
GLB will not reskin the food-debris floater.
Pool geometry now scales a GLB by the archetype radius (GLBs ship unit-normalized).
- levels/enemies.js (C): ARCHETYPES += flora, spore_pod; catalogue entries lacto_drifter
(Lactobacillus) + yeast_pod (Candida). L2 gets a light teach beat in the calm opening — a
friendly reef at s180, one yeast at s300, both off the racing line.
Ships playable as glowing primitives (a capsule + an icosahedron), exactly like the rest of
the round-1 roster; the Trellis/Hunyuan meshes drop in via the manifest with no code change.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
|
||
|
|
1b5ec767cd |
[lane C] Round 1: schema v1, levels registry + selfcheck + pacing sim, L2 vertical slice
Data spine: - Schema v1 ratified (TECH.md, C-owned). Additive over v0: schema/par/next, segment name, cross-section placement (theta/rho as a FRACTION of safe radius), spread, span, pickup+gate event types, hazard params. STUB_LEVEL synced (that const only, per ROUND1 §Lane C.1) — world.hash() unchanged (1bdf001), geometry provably untouched. - levels/index.js: registry + loader (node+browser, no THREE), real schema selfcheck (qa's --selfcheck hook is now live) and a pacing simulator (--sim). Consumes the other lanes' contracts live rather than restating them: A's biomes.js for ids and wave.amp+breathe, A's SKIN, B's tuning.js hull radius, B's balance.js for scores. - levels/enemies.js (fiction id -> archetype join table), levels/difficulty.js. L2_esophagus — the vertical slice, complete: 3600 units, 7 beats, 47 events, 65 enemies, 10 checkpoints, 3 samples, reflux-surge finale. L1/L3 skeletons (shape only). Anatomy is the level designer: the three real esophageal constrictions are the three setpieces, and all three enemies are real esophageal pathology (bolus chunk, eosinophilic esophagitis, candida esophagitis). Measured (node web/js/levels/index.js --selfcheck|--sim; qa GREEN): - selfcheck 3/3 valid, exit 0. - pressure curve 0.27 -> 2.14 -> 4.35 -> 0.69 -> 4.53 -> 6.35 -> 4.40 (breather/pressure/ spike/breather/pressure/peak/finale). - par 3:30 vs measured 2:47 speedrun / 3:19 par-pace / 4:22 timid; par.score 9000 of a 9400 kill budget (95%), computed from B's scores. - all 10 checkpoint gaps within the <=30s death-cost law (max 28.8s); min clearance 2.73. Two contract collisions found and resolved (LANE_C_NOTES): - Biome ids: authored mouth/pharynx/cardia/pylorus; A's registry has six canonical ids and rejected all four. A is right — biome = look, segments[].name = anatomy. Conformed. - Balance: my first enemies.js restated hp/size/speed/score that B owns in balance.js. Cut to a join table; index.js reads B's scores via scoreFor(). Caught live: A raised esophagus wave.amp 0.9 -> 1.4 mid-session, making the diaphragmatic hiatus unflyable (2.33 vs the 2.5 floor). Widened 6.5 -> 6.8. The invariant also failed my own aortic constriction's first draft (radius 7, symmetric squeeze) -> radius 9, directional. No in-engine flythrough: ?stub=1&lvl= does not compose (snippet offered to F) and the stub is single-segment, so it could only render beat 1. The pacing evidence is a kinematic model, not a playtest — it proves L2 is flyable, paced and survivable, not that it feels good. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |