README said "target: partly.party, not wired yet". It's wired. tools/deploy.sh follows the GAMES doctrine (deploy-map skill): QA gate -> rsync web/ to VPS staging -> docker cp into forum-nginx -> verify. No build step, so web/ ships as-is: vanilla ES modules + importmap with three r175 vendored, all paths relative or resolved from import.meta.url, which is why it runs from a subdirectory with no base rewrite. 6.6 MB. nginx.conf needed no edit — its catch-all `root /usr/share/nginx/html` already routes any new directory, which is how blobbo works. /gutsy (no slash) 301s to /gutsy/. Excludes web/dev/ (ruling #5: never shipped). Verified live, not assumed: the lane harnesses 404 through to the arcade index. THE 200 THAT ISN'T. That same catch-all try_files means ANY missing file returns the arcade's index.html with HTTP 200. A deploy that lost every module would still curl 200 on all of them. So every check asserts on CONTENT, never on the status code — this is the failure deploy-map records as ".bin data URLs serving arcade HTML". The guard caught itself, too: it originally grepped for `<title>MonsterRobot`, but the arcade's real title is `~*~W3LC0M3 2 TH3 M0NST3R R0B0T P4RTY 4RC4D3~*~`, so it could never have fired. Matched against the live box now. DURABILITY, and it's John's call. This docker-cp's into the container's own layer, matching blobbo/glytch: zero downtime, nothing else touched, survives restarts and reboots (restart: unless-stopped) — but NOT `docker compose up --force-recreate` or an nginx image bump, which wipe it. Re-running the script is the fix. The durable alternative is a bind mount in forum/docker-compose.yml like cratewars/roguelike have, which costs a forum-nginx recreate and brief downtime across ALL of partly.party, so this script does not take that decision. ship-check (README says run it before deploying — I ran it after; my miss, and it came back clean): 1 auth N/A — static files, no endpoint/API/admin surface 2 secrets PASS — nothing secret-shaped in the payload or the diff 3 input/SSRF PASS — the only user string reaching a fetch is ?lvl=, and C gates it on the CAMPAIGN allowlist BEFORE the load (levels/index.js:151). Traversal tested live with `curl --path-as-is` (plain curl normalises ../ away and proves nothing): /etc/passwd never leaked. DEPOT_BASE in assets.js is unused — the manifest has zero external URLs. 4 money N/A 5 deploy PASS — verified by content + booted in a real browser: assets.misses() == [], 15 draws, 69k tris, zero console errors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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| pipeline | ||
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| 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.