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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3.6 KiB
PROCESS — lanes, rounds, and how not to step on each other
This repo is built by parallel Claude sessions ("lanes"), each with a fixed territory, coordinated in numbered rounds by an integrator (Fable, = Lane F). The workflow is inherited from PROCITY, where it shipped a whole town in 12 rounds — follow it exactly.
The cast
| lane | territory | charter |
|---|---|---|
| A — World | canal geometry, biome shaders, arenas | LANE_A_WORLD.md |
| B — Flight & Combat | controls, collision response, weapons, enemies | LANE_B_FLIGHT.md |
| C — Levels & Encounters | level data, encounter design, bosses, pacing | LANE_C_LEVELS.md |
| D — Assets | FLUX textures, GLB meshes, audio pack, manifest | LANE_D_ASSETS.md |
| E — UI/HUD/Audio-engine | HUD, menus, gut-map, WebAudio engine | LANE_E_UIHUD.md |
| F — Integration (Fable) | shell (index.html, boot.js), core/, contracts, QA, round instructions |
LANE_F_INTEGRATION.md |
A lane session, step by step
- Read, in order:
README.md→docs/TECH.md→ your lane charter → the currentdocs/LANES/ROUND<N>_INSTRUCTIONS.md(highest N not marked SUPERSEDED) → your owndocs/LANES/LANE_<X>_NOTES.mdand any "→ Lane " sections in the other lanes' NOTES. git pullfirst. Checkgit status; if another lane's uncommitted work is present, touch nothing of theirs.- Do the round's work inside your territory only (ownership map in TECH.md §Ownership).
If you need a change in someone else's file, write the request in your NOTES under a
### → Lane <X>heading (include exact code if you can — see PROCITY LANE_B_NOTES for the house style: offer the wiring, let the owner paste it). - Evidence: screenshots into
docs/shots/lane<x>/(use?shots=1for clean frames). For audio: spectrogram sheet + numeric loop-seam check. Numbers you claim (draw calls, fps, gen-times) must be measured, and say how you measured them. - Update
docs/LANES/LANE_<X>_NOTES.md(what landed, measured results, contract offers, open questions) and append a dated entry todocs/progress/<x>-progress.md. bash tools/qa.sh— leave it green.- Commit only your exact paths (
git add <file> <file>— nevergit add ./-a), message[lane X] <what>, and push.
Rounds
- F writes
ROUND<N>_INSTRUCTIONS.mdafter reviewing all lanes' NOTES + progress + shots. Old round files get a⚠ SUPERSEDEDbanner — never action a superseded round. - Rounds are sized so a lane session finishes comfortably in one context window. If you're running long: land what's solid, document the rest as "next round" in NOTES, push.
- Blocked on another lane? Build against the stub (
?stub=1,js/stub/world_stub.js) or the contract in TECH.md; never idle-wait, never implement the other lane's side. - Integrator decisions in round instructions are settled — don't relitigate in-lane; argue in NOTES for next round if you must.
Git specifics
- Remote:
ssh://git@100.71.119.27:222/monster/guts.git, single branchmain. - Lanes may share one working tree (PROCITY style) or run from separate clones — either way the exact-path staging rule and pull-before-work rule are what keep it safe.
- Generated artifacts that are re-derivable (raw gen output, staging GLBs, WAV scratch) are
git-ignored; shipped assets (
web/assets/**webp/ogg/m4a/glb) are committed. See.gitignore+ PIPELINE.md §Artifacts.