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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
.claude [lane B] The Pyloric Guardian: the first boss, built to C's spec 2026-07-25 22:50:56 +10:00
docs [lane B+E+F] Arena mode: in a room, you own the forward axis 2026-07-25 22:39:06 +10:00
pipeline [lane A] MODELBEAST dresses the molecules: 5 matcaps, and the canal picks space-filling 2026-07-16 21:31:24 +10:00
tools [infra] Stamp the deploy: curl /gutsy/VERSION to see what is actually live 2026-07-17 23:04:05 +10:00
web [lane B] The Pyloric Guardian: the first boss, built to C's spec 2026-07-25 22:50:56 +10:00
.gitignore [lane A] The swept room + the acid sea, built — and it corrected me four times 2026-07-16 18:04:16 +10:00
README.md [infra] GUTS is live at partly.party/gutsy — deploy wired, ship-check clean 2026-07-17 23:02:04 +10:00

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.

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)

  1. Determinism. No Math.random outside js/core/rng.js. Seeded RNG only. qa.sh greps.
  2. Assets are optional. Missing texture/model/audio ⇒ procedural fallback, never a crash.
  3. Eyeball everything. Visual work isn't done until a screenshot is in docs/shots/laneX/.
  4. Perf budget: ≤300 draw calls, 60 fps on M-series / mid laptop. Measure via window.DBG.
  5. Free-first. Local MODELBEAST generation before any paid API; fal.ai is a gated fallback (John's go). See PIPELINE.md.
  6. 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-recreate or nginx image bump wipes it — re-run the script. The durable fix is a bind mount in forum/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.html serves 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.