# GUTS — Round 2 lane instructions (from Fable, integrator) > ## ⚡ MID-ROUND STATUS (F, 2026-07-16 evening) — read this first if you are resuming > > All round-2 sessions were **cut off 15:08–15:16** before NOTES or commits. F triaged, > verified and committed the orphaned work per lane (`f0982e7` A · `4ed3433` B · `2e85ec0` C — > read your commit message, it is the NOTES you never got to write), then landed the wiring > B was cut off in the middle of. **The tree is GREEN and L2 now plays start-to-finish: > every spawn resolves, all three hazards run, pickups collect, checkpoint→death→respawn > works, gate emits `level:complete {stats, par}`.** Proof: f-progress + laneF shots. > > What F landed that touches your lane (F commit, post-`2e85ec0`): > - **B**: your round-2 #1–#5 are DONE in skeleton — resolve + theta-arrays/spread > (combat/index.js), hazards+pickups wired, `player.kill/shove/refill` added, > respawn/`level:complete` glue in boot. Your crestSpeed fallback guard is deleted (A > landed the law). STILL YOURS: re-measure surf economy in-engine (#6), hazard feel + > your proposed pickup values vs C's economy, arena 6DOF stretch, NOTES. > - **A**: nothing of yours changed. STILL YOURS: stomach-arena shape read for C (#7), > biome-tint re-eyeball vs D's textures (#4 second half), NOTES. > **[A, later 2026-07-16: all three done — lane A's round-2 list is closed.** Tints stand, > wall shader retuned for the colorspace law (see LANE_A_NOTES §Round 2); shape read + sketch > in NOTES §→ Lane C; harness moved to `web/dev/laneA_world.html` per ruling #5. Only > round-3 items remain for A.] > **[A, later still — went past the list; read LANE_A_NOTES §Round 2 part 3 before resuming: > C — the swept room + acid sea are FLYABLE (`?lvl=swept`), and `acid.height` turns out to be > a one-number dial for how much of the sea is survivable. Your shape decision is now a > look-at, not a read. **D — all six biomes are textured** (A generated oral+colon on > MODELBEAST, $0, your pipeline, yours to ratify or bin), and **4 of 6 walls had provenance > recording a prompt that never shipped** — fixed + gated, please check the call. **B — > nothing of yours moved**; `world.acid.depthAt()` is a hook awaiting your coat rules. > **F — four rulings requested** (§→ Lane F), incl. qa.sh gate 5b and a pinch-metric change > that moves quoted numbers (L2 3.32→4.16, L3 1.91→6.99, same geometry, measured correctly).] > - **C**: pump semantics settled: events fire ONCE per run, respawn does NOT rewind the > pump, hazards re-arm via `combat.reset(fromS)`. `boot.step(dt)` now exists — your > fly-through validation (#1) is unblocked and can run deterministically. STILL YOURS: > fly it, pickup economy → B (B proposed placeholder values in balance.js §pickups), > L1 design doc (#5), GDD boss folding (#4), NOTES. > - **D/E**: no round-2 files reached the tree before the cut. Your lists below stand > unchanged. E: the `level:complete` payload for your medal card is live and verified. > - Ports: the cut sessions left sinks running — 8143 (→laneF shots) and 8144 (→laneA). > Reuse them or pick a fresh port. > > Everything below is the original round-2 brief and still stands except where this box > says F already did it. Date: 2026-07-16 · Written after reviewing all four round-1 lanes (A/B/C/D — E did not run and joins this round) and integrating their offered wiring. Every round-1 claim I checked held up: A's hash `cefc4f83` and 8-draw sweep, B's `node --check` ESM no-op (reproduced on a deliberately broken file), C's 3/3 selfcheck, D's manifest. Superb round, all of you. ## Repo state (F integrated, commit this round) **The game is a game now.** Default boot = A's world on C's `L2_esophagus` with D's textures, B's ENDO-1 + camera + combat, level-event pump live. Verified by stepped simulation (60 sim seconds, deterministic dt): flow carried the player to s=777, checkpoints + pickups fired, 9 draws / 52–61k tris, zero console errors, zero asset misses. Evidence: `docs/shots/laneF/round1_integrated_s777.png`. F landed since round 1: B/C/D snippets in `boot.js` (assets → world, player/combat wiring, `?stub=1&lvl=` composing, event pump) · qa.sh **ESM gate fixed** (it had never checked anything — thank you B) + A's spline selfcheck gate · TECH: world contract **frozen v1.1**, bus events ratified, asset entry points ratified, colorspace + crest-speed laws · stub: `crestSpeed()`, CREST factor, colorspace fix. Second dev server config `guts-f` on **8141** (8140 was held by another session — lanes: if 8140 is busy, use your own port and say so). ## The ONE integration gap found (and it was predicted) Stepped sim confirmed: **all 11 L2 spawn events no-op with `[combat] unknown enemy type "bolus_chunk"/"eosinophil_swarm"/"candida_bloom"`.** C's fiction-id → archetype resolve (LANE_C_NOTES → Lane B #1) is the single blocker between "it boots" and "it's a game with enemies". B: it is your first task. ## Integrator rulings (settled — argue in NOTES for round 3 if you must) 1. **Surf: CREST_FACTOR = 1.6.** B proved crest speed == flow makes surfing strictly worse than throttle (LANE_B_NOTES §surf). Ruling: `crestSpeed(s) = 1.6 × flow(s)` (beats throttleMax 1.4), A implements `k(s) = OMEGA/(1.6·flow)`, B speed-locks to `world.crestSpeed(s)` while riding, gameplay wave == visual wave stays law. Stub already complies — B can build now. C re-runs pacing (pars will compress; the finale's escape math changes deliberately — surfing becomes the stylish escape). 2. **Colorspace law** (TECH §Shader law): every custom shader ends `main()` with `#include `. Stub done. A (wall), B (emissive) apply this round — expect a visible shift; A re-eyeballs biome tints against D's textures after. 3. **Texture naming**: D renames keys to A's biome ids **early in the round** and pings in NOTES; A deletes the slug map after pulling. That order, one round, done. 4. **`level:event` pump is boot's (F).** Landed. B: when you build respawn, tell F what reset/replay API the pump needs (`### → Lane F`), don't work around it. 5. **`web/dev/` ratified** as the shared dev-harness dir, per-file lane ownership, never shipped. D's texview stays. A: `world/dev.html` may move there or die, your call. D's `pipeline/shot_sink.py` is the **house evidence tool** — all lanes: `python3 pipeline/shot_sink.py --dir docs/shots/lane --port 8143` (NOT 8140/8141), then POST the canvas. `DBG.shot()`'s download silently no-ops in the pane (A was right). 6. **WebP shots ratified** (B's 25 KB vs 1.9 MB argument). PNG also fine. Name the round. 7. **C's GDD refinements + boss specs: signed off.** C folds the three boss one-pagers into GDD.md proper. Per-level pars stand. A/D treat boss specs as stable input. 8. **A's uv simplification** (one uv attr + uTile uniform, no uv2): ratified, contract-level. **C's arena semantics + A's per-segment `wave` override request: approved** — C specs `segments[].wave: { amp }` into schema v2, A implements `waveMaxAt` preferring it. ## Round-2 goal **L2 esophagus, playable start to finish, textured, scored, survivable and losable** — every spawn live, all three hazards real, checkpoints/death/respawn, gate → `level:complete`, HUD + audio on top. Tag `v0.2`. (Round-3 preview: arenas — L1 tutorial + L3 acid sea + the Pyloric Guardian.) --- ## Lane A — contract v1.2 + the look, deepened 1. **`crestSpeed(s)` + CREST_FACTOR 1.6** (ruling #1) — small, unblocks B, do first. 2. **Answer C's biggest dependency** (LANE_C_NOTES → A #4): segment radius **blending**. C assumes a smooth ~40–60u taper at joins (12→9 at s 1100, 10→6.8 at 2600). Confirm or implement; a hard step reads as a level seam and breaks the constrictions. 3. **Per-segment `wave` override** (ruling #8) — the hiatus should be tight AND calm. 4. Colorspace one-liner in the wall shader (ruling #2), then re-eyeball all six biome tints with D's textures; adjust `biomes.js` freely (C's selfcheck re-checks live, as designed). 5. **TBN normal maps** — lift D's `perturb()` from `web/dev/laneD_texview.html` (their NOTES has the exact GLSL and the trap: never add tangent-space normals to vertex normals). Wire `_b` variants + matcap. This is the round's visual headline; D called it "the single biggest visual win" and their shots agree. 6. `sample(s, out)` out-param variant (v1.2) — B adopts on landing. 7. Stomach-arena shape read for C (→ C #5): propose capsule/lobed/chained-spheres, one paragraph + sketch, before C authors the acid sea in round 3. Triplanar arena shells if time (the pole-pinch fix) — acid plane can wait for round 3 with the L3 work. Defer: villi band (no L4 level yet). ## Lane B — make L2 a game (priority order is the order) 1. **C's three consumption fixes** (LANE_C_NOTES → B #1–3, exact snippets provided): `getEnemy()` resolve, `theta` arrays, `spread`. Verify against the live L2: sim to s=800 and the console warns must be gone, bolus/eosinophil/candida all spawning. 2. **The three L2 hazards** (params in `levels/enemies.js` HAZARDS): `reflux_surge` (rear chaser; emit `hazard:proximity {kind,distance}` — C's most important UI dependency), `aortic_squeeze` (**directional** — one-sided by design, keep contact non-lethal or tell C), `ring_gate` (timeable point gate). Emit `hazard:warn {kind,s,eta}` from each event's `warn` field. 3. **Checkpoint / death / respawn** (≤30 s law). Define the pump reset API with F (ruling #4). Respawn never inside a hazard zone (C placed checkpoints accordingly — keep it true). 4. **Pickups**: nutrient, mucin, B12, antacid ammo, biopsy samples (`pickup` events are in L2 already; economy numbers from C via NOTES if you need more than `levels/enemies.js`). 5. **Gate → `level:complete {stats}`** with score/time/samples for E's medal card. 6. **Surf speed-lock** on `world.crestSpeed(s)` (stub has it now; A lands theirs early). Re-measure: riding a crest must beat throttle-mashing by a margin worth learning. 7. Colorspace in `emissive.js` (your own finding) — then re-shoot `round1_combat`'s hostile amber and confirm it reads amber. 8. Stretch only: arena 6DOF controller (round 3 needs it for L1/L3). Your tuning.js header still cites the stale `wallRho` numbers (C flagged) — fix the comment. ## Lane C — validate with a real canal 1. **Fly L2 on the integrated build** once B's #1 lands (mid-round — watch B's NOTES). Use F's stepped-sim technique (f-progress documents it) or the browser; replace sim numbers with observed ones. **The hiatus (s 2600–3000) is the thing to validate**; your open question #4 (`MIN_CLEARANCE 2.5`) gets its answer here, alongside John's playtest. 2. **Re-run pacing under CREST 1.6 surf** (ruling #1): pars, the finale escape math, and whether antacid-stalling is still the smart play. Adjust `par` values with rationale. 3. **Schema v2**: `segments[].wave` override (approved) — spec it, re-author the hiatus calm (amp ~0.6), selfcheck it. 4. Fold boss specs into GDD.md (signed off, ruling #7). 5. **L1 encounter design on paper** (molar crush-cycles, saliva tides, epiglottis exam) — full authoring waits for B's arena controller in round 3, but the design doc and the skeleton→full upgrade plan land now. 6. Give B the pickup economy (counts/values) as data or NOTES — B's #4 consumes it. ## Lane D — heroes and the full pack 1. **Slug rename first** (ruling #3): `wall_small_intestine_a` etc., manifest + batch JSONs, ping A in NOTES same session. 2. **Hero meshes, the round-2 headline**: ENDO-1 ship, `bolus_chunk`, `eosinophil_swarm` — concepts via flux_local (ART_BIBLE stems + C's tints in `levels/enemies.js`) → **concepts into `docs/shots/laneD/` + NOTES for F/C sign-off BEFORE any TRELLIS run** → sf3d draft → trellis_mac → normalize (port `normalize.py` + `glb_stat.py` from PROCITY — the GLB law is unenforced until they exist) → thumbs → manifest. `candida_bloom` as a decal/sprite sheet (your call, ratified — C agreed). 3. **Colon + mouth walls** (2 each) + acid/decal sprites — completes the biome texture set. 4. **Full audio pack**: E must hand you their key list by mid-round (E's #5); if it hasn't arrived, propose the keys yourself in NOTES and E adapts. Beds for all six biomes, sfx (torpedo, gate, alarm, checkpoint, death/respawn, UI ticks), 3 boss stingers, ≤10 MB law. 5. Tapeworm stays a **round-3** fal.ai candidate — do NOT spend on it yet; if concepts are ready early, put it on `FAL_LIST.md` with the concept attached for John's go. ## Lane E — you have a full house waiting (round-1 charter + these specifics) Read your charter + the `→ Lane E` sections in B/C/D/A NOTES — all four wrote APIs for you. 1. **HUD** from `player:state` + `combat:state` (emitted every frame, live now): coat/hull, heat, throttle/speed/flow, boost cd, score/combo. Bus-only, no imports from B. 2. **Gut-map v1** (the signature): `listLevels()`/`getLevel()` in `levels/index.js` give you names/lengths/pars; L2 has 7 named segments + 10 checkpoints authored for exactly this. 3. **Rear-proximity indicator** for `hazard:proximity` + telegraph pings for `hazard:warn` — C calls this the single most important UI request (the surge chases from behind). 4. Title (over `?fly=1`-style drift) · pause · **medal card** on `level:complete` (par data in the level) · death/respawn feed-drop. Damage = feed corruption, never red vignette. 5. **Audio engine**: D's pack via `assets.audioUrl/audio` (keys + gain law in LANE_D_NOTES → Lane E), procedural fallback beeps (`?localassets=0` must make noise), bed crossfade on `biomeAt`, heartbeat tempo → danger scalar (define it from bus events, document mapping). **Hand D your round-3 key wishlist by mid-round** (D's #4). 6. Respect `?shots=1`/`?mute=1`; every screen screenshotted into `docs/shots/laneE/`. ## Lane F (me) — done this round: the integration above. On-call for contract questions; end of round: boot matrix, v0.2 tag, ROUND3. --- ## 🎮 John's playtest checklist (the things no agent can measure) Open `http://localhost:8140/?dbg=1` (or 8141) in a real browser and just play: 1. **The fps number** in the bottom-left overlay (we can only prove draws/tris; rAF is paused in our tooling — every lane flagged this honestly). 2. **Feel** — B set `bank.gain`, `cam.discFollow`, `aim.lag` by reasoning, not play. Say "banking feels heavy/floaty/right" in any form; B will translate. 3. **The hiatus** (s 2600–3000, once B's hazards land): thrilling or miserable? This decides C's clearance floor. 4. **Dart readability** when a turret volley passes the camera (B suspects too dominant). 5. **Audio ear-check** of D's pack (spectrograms pass; ears are yours).