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> |
||
|---|---|---|
| .claude | ||
| docs | ||
| pipeline | ||
| tools | ||
| web | ||
| .gitignore | ||
| README.md | ||
GUTS — a fantastic voyage through the alimentary canal
Browser flight-combat game (three.js, zero build step). You pilot ENDO-1, a microscopic probe, mouth → rectum through five anatomically-grounded biomes: ride peristalsis down the esophagus, cross the acid sea of the stomach, thread the villi forest of the small intestine, survive the gas swamps of the colon. Fantastic Voyage × Star Fox × Descent.
- Design: docs/GDD.md · Look: docs/ART_BIBLE.md
- Architecture + contracts: docs/TECH.md
- Asset generation: docs/PIPELINE.md
- How we work (lanes/rounds): docs/PROCESS.md — read this first if you are a lane
- Current round: docs/LANES/ROUND1_INSTRUCTIONS.md
Run it
cd web && python3 -m http.server 8140
# http://localhost:8140 — the game
# http://localhost:8140/?stub=1&dbg=1 — stub world + debug HUD (works from day 0)
No bundler, no npm, no build. ES modules + import map; three.js r175 vendored in web/vendor/
(never CDN — the game must run offline). Before you finish a session: bash tools/qa.sh.
The one-paragraph tech pitch
The whole canal is a spline. World position is (s, θ, ρ) — distance along the canal,
angle and radius in the cross-section. Tube walls are chunked extrusions along
parallel-transport frames; peristalsis and breathing are vertex-shader displacement
(cheap, squishy, everywhere); collision is an analytic radius test (no physics engine).
Caverns (mouth, stomach) switch the same controller to free 6DOF. Look is synthetic
scanner — dark endoscope void, SEM-style monochrome walls with FLUX-generated detail
textures, emissive-coded enemies. Everything is seeded + deterministic, and every asset is
optional at runtime — the game boots and plays asset-free with procedural fallbacks.
Hard laws (all lanes)
- Determinism. No
Math.randomoutsidejs/core/rng.js. Seeded RNG only. qa.sh greps. - Assets are optional. Missing texture/model/audio ⇒ procedural fallback, never a crash.
- Eyeball everything. Visual work isn't done until a screenshot is in
docs/shots/laneX/. - Perf budget: ≤300 draw calls, 60 fps on M-series / mid laptop. Measure via
window.DBG. - Free-first. Local MODELBEAST generation before any paid API; fal.ai is a gated fallback (John's go). See PIPELINE.md.
- Git: stage only your exact paths, commit + push each session, never
git add ..
Deploy
Live: https://partly.party/gutsy/ — bash tools/deploy.sh (QA gate → rsync web/ minus
dev/ → docker cp into forum-nginx → verify). No build step; web/ ships as-is.
Two things to know before you touch it, both documented at length in the script header:
- It's ephemeral. Content lives in the container's own layer (like blobbo/glytch), so a
docker compose up --force-recreateor nginx image bump wipes it — re-run the script. The durable fix is a bind mount inforum/docker-compose.yml(what cratewars/roguelike use), which costs a forum-nginx recreate and brief partly.party downtime. - A 404 there returns HTTP 200. nginx's catch-all
try_files ... /index.htmlserves the arcade index for any missing file. Verify on content, never on status codes.
Origin: ssh://git@100.71.119.27:222/monster/guts.git.