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type-two 87a4803bde [lane A+B+C] L3 Stomach: the acid sea, and pH as a resource you can see
The last skeleton. L3 has been 4 events since round 1, waiting (in its own status field) on
"the pH field" and a boss framework; both exist now, so the level is authored: 46 events,
2500 units, the sea, and the Guardian at the end of it.

THE PH MECHANIC, finally load-bearing. Lane A built an acid plane in round 2 and left two
hooks on it — depthAt() labelled "B:" and set() labelled "C's event pump drives this" — and
nothing had ever called either. Now:
  - player.js scales the biome's ambient coat drain by SUBMERSION. Stomach 2.2/s x5 = 11/s
    under the surface (measured: 8/s net of regen, and regen is off for 2.5s after any hit,
    so it is brutal mid-fight); x0.15 above it, which is effectively safe air.
  - a new `acid` level event names a target height and boot eases the sea toward it in step(),
    so a RISING TIDE is a beat C can author. L3 uses two: -14 -> -6 mid-sea, then -6 -> +2 in
    the antrum, where the surface goes ABOVE the centreline and the safe lane simply stops
    existing. Measured: the identical spot (y -5) goes from 0/s to 9.67/s across that tide.
This is the GDD's "mucus shallows are safe lanes" expressed as DEPTH rather than wall-hugging,
which is better on two counts: it reads instantly (you can SEE the surface) and it makes the
vertical axis matter in the one level that is a room. Every collectible worth having is under it.

Gated on the sea's s-span, not on depthAt alone — depthAt returns a bare -1 outside the span
and that is indistinguishable from "1 unit above the surface", so reading it naively would have
quietly scaled ambient drain on every level in the game. Caught before it shipped.

Level: cardia (still teal, so the fundus can REVEAL the sea) -> fundus (the teaching room:
huge, low tide, nothing kills you fast) -> body (the sea proper, tide rises while you are in
it) -> antrum (no safe air left, only speed) -> pyloric antrum (the Guardian). H. pylori is
taught alone in the dome and tested in a rising sea; pepsin swarms scale 3 -> 6; bezoar_chunk
is a new catalogue row for the stomach's traffic.

L3 has NO commensals and no biofilm gate, which is anatomically exact — acid sterilises, which
is why H. pylori is famous for surviving it. So BIOME STANDING goes quiet for nine minutes and
comes back in L4, which makes L4's colonies read as relief rather than furniture.

C's sim: par 540s vs par-pace 555s ("requires pushing above par-pace"), pressure
3.75/1.50/2.44/2.16, min clearance 7.15 vs the 2.5 law, all 21 checkpoint gaps under 30s.
par.score corrected 9000 -> 5500, because 9000 was above everything the level can actually pay.

Deferred, and said out loud rather than quietly dropped: churn cyclones. A vortex that flings
the player is a FORCE and no hazard in the tree applies one; it wants the same A/B work as the
Guardian's arena churn and should land with it.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-26 00:26:31 +10:00
.claude [chore] Drop the throwaway preview ports 2026-07-25 22:52:08 +10:00
docs [lane B+C+F] The Appendix Sovereign: the secret boss, and a reputation you cannot fake 2026-07-25 23:25:36 +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 A+B+C] L3 Stomach: the acid sea, and pH as a resource you can see 2026-07-26 00:26:31 +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.