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type-two 9f6e91fd8f [lane B+C] The Tapeworm and the churn: both deferrals closed, campaign ready for playtest
The two things I deferred out loud, built — and the second one turned out to be the primitive
the first was waiting on.

THE CHURN (the force primitive). Everything in hazards.js pushed the player RADIALLY; nothing
applied a tangential one, which is why both L3's cyclones and the Guardian's arena churn got
deferred. `churn` is now a hazard kind: a tangential impulse that REVERSES on a period, so it
cannot be leaned into, only re-read. Measured: 4.32 u/s of push, direction flipping.
  - L3 s1100: cyclones spanning the sea, deliberately overlapping the first tide — the room
    starts spinning you at the exact moment the safe air starts shrinking.
  - The Pyloric Guardian carries its own (`def.churn` + per-phase `churnMul`), so C's spec is
    finally honoured in full: "pushes you at the walls", x1.5 in P2, harder in P3. Measured
    2.7 u/s on the player mid-fight. The boss.js header that said this was missing is corrected.

THE TAPEWORM (LANE_C_NOTES §2), the campaign's third pressure: a DISTANCE race. One new idea in
the schedule — `flee` — advances the boss's own s and drags its ring along at fixed offsets, so
6 proglottids string out 70 units down the tube ahead of you instead of sitting in a
cross-section. Fall 110 units behind and it is gone. Verified both ways: fall behind ->
"escaped" after 16.8s having seen only P1; keep up -> all three phases -> win. C's line was "a
chase you can lose without dying", and that is now literally the outcome table.

Placed at L4 s5460, immediately before the biofilm cash-out, so the chase and the reward land
together. L4's "no_miniboss_yet" note is replaced rather than left lying.

PRE-PLAYTEST SWEEP: 6/6 levels valid, all load with ZERO console errors, every level carries
exactly 3 biopsy samples, five bosses across the campaign (mast_cell / pyloric_guardian /
tapeworm / the_blockage / appendix_sovereign), 16,820 units of authored canal, and the chain
resolves L1 -> L2 -> L3 -> L4 -> L5 -> end with LS_appendix rejoining at L5.

Everything in the GDD's roster now exists except the numbers being right, and that is the part
only humans can tell us.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-26 12:48:06 +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 B+C] The Tapeworm and the churn: both deferrals closed, campaign ready for playtest 2026-07-26 12:48:06 +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.