Commit Graph

2 Commits

Author SHA1 Message Date
m3ultra
2650c8b024 v1.1 — full MODELBEAST painting pass + jazzcore soundtrack
All six rooms are now flux_local matte paintings quantized by the engine (basement, gig, alley, office, Roskilde, field), with rooms reduced to invisible sim ops: walkability, depth, water, the footlight chases, and the NO MEANS NO! spray painted OVER the brick painting. The office desk gets a real walk-behind from the priority bands. Soundtrack: tools/gen_music.py synthesizes five loop-safe mood overrides (music/*.wav) in the band's own meters — 7/4 walking bass for the basement, the 9/8 riff floored for gig and Roskilde, chromatic noir for the alley, puck-rock bounce for the office, a 5/4 drone for the field. Fixed the office east-door lane (crates pinched the exit trigger) and removed the alley's unreachable north exit. Playthrough: 60/60, won, byte-identical twice, one intentional death.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 21:18:00 +10:00
m3ultra
50817ced59 NOMEANSNO QUEST v1.0 — the first MRPCI game
Six rooms of band history: the 1979 basement (Portastudio, Mom, the Castle box), D.O.A. at UVic, the alley wall that named the band, Alternative Tentacles 1987 (Jello signs you), the Roskilde main stage 1994 (MODELBEAST flux matte painting quantized by the engine; ops paint only walkability + cycling footlights), and the Polish field 1997 (the $2,500 van ransom — with one fatal dialogue option to prove checkpoint mercy). 60 points, deterministic playthrough in tests/, zero engine forks: pure game data + rhai. Generated art via tools/gen_sprites.py + gen_rooms.py.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 20:49:05 +10:00