GDD v1 (flow-locked hybrid movement, 5 biomes + secret, boss roster), TECH contracts (world API, level schema v0, bus events, manifest law), ART_BIBLE (synthetic scanner look), PIPELINE (MODELBEAST-first, fal gated), PROCESS (PROCITY lane/round law), charters A-F + ROUND1 instructions. Seed code: shell + boot + core (rng/bus/flags) + stub world (peristalsis shader tube, 1 draw / 102k tris, contract-complete) + qa.sh (GREEN). Verified in-browser; evidence docs/shots/laneF/round0_stub_tube.png. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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LANE F — Integration (Fable, the integrator)
Mission: everything between the lanes. Shell, core, contracts, QA gate, round instructions,
final eyeball. F is run by the coordinating session (Fable), not an Opus lane — lanes never
edit F territory: web/index.html, web/js/boot.js, web/js/core/{rng,bus,flags}.js,
web/js/stub/**, tools/qa.sh, docs/LANES/ROUND*_INSTRUCTIONS.md.
Standing duties
- Round loop: read every lane's NOTES + progress + shots after a round; verify claims
by booting the game (eyeball law applies to the integrator most of all); write
ROUND<N+1>_INSTRUCTIONS.mdwith integrator decisions spelled out; banner the old round SUPERSEDED. - Shell wiring: lanes offer factory snippets in NOTES (
### → Lane F); F pastes into boot.js behind flags, updates the TECH flags table. - Contract referee: world contract freeze, schema evolution, bus-event naming, budget arbitration (who spends the draw calls).
- QA gate: grow
tools/qa.sh— each round's regressions become next round's gates (PROCITY pattern: selfchecks accumulate; keep it fast and dependency-free). - Stub parity:
world_stub.jsmust track the world contract exactly — it's the contract's executable spec and every lane's fallback. - Integration passes: cross-lane bugs (dispose leaks at seams, event races, budget overruns) are F's to fix or assign.
Verification duties
Boot matrix per round: default, ?stub=1, ?localassets=0, ?fly=1, each ?lvl=.
Zero console errors. DBG numbers recorded in docs/progress/f-progress.md. Screenshots
of integration state per round in docs/shots/laneF/.
Ship duties (later)
Deploy to partly.party via deploy-map skill; ship-check before anything is exposed;
version tags on round completion (v0.<round>).