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type-two ae036d9d0e One camera for the whole tileset: nine chunky props re-meshed and ortho-rendered
9/9 through flux product shot -> trellis2_mlx -> glb_to_sprite, unattended.
Rake corrected after the first pass: tall objects need a STEEPER angle (76), not
a shallower one — an arcade at 55 is a front-on slab. Re-angled from the meshes
already on disk, no re-generation, which is the point of keeping the GLB.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 14:55:19 +10:00
.claude Phase 1 review: merge door/floor/juice, fold CCRs into contracts, integration fixes 2026-07-19 19:26:35 +10:00
art_incoming One camera for the whole tileset: nine chunky props re-meshed and ortho-rendered 2026-07-27 14:55:19 +10:00
docs One camera for the whole tileset: nine chunky props re-meshed and ortho-rendered 2026-07-27 14:55:19 +10:00
lanes Phase 2: night-flow integration — door/floor interleave, Kayden, TechnoEngine in the night, run progression; Phase 3 lane instructions 2026-07-19 20:20:18 +10:00
public/props One camera for the whole tileset: nine chunky props re-meshed and ortho-rendered 2026-07-27 14:55:19 +10:00
src Furnish the empty rooms: the dunnies get fittings, the bar gets fridges, the yard gets a heater 2026-07-27 13:29:55 +10:00
tests Three jobs: sweep out of the god object, story beats per role, and dolls that breathe 2026-07-26 20:49:42 +10:00
tools The [GLB] hop, closed: headless Blender ortho-render turns TRELLIS meshes into props 2026-07-27 13:37:36 +10:00
.gitignore Prop batch 2: monitor, booth lamp, dishwasher, pool table, wet-floor cone, high tables, plants, and a real red-carpet plate for the door 2026-07-21 02:39:11 +10:00
CLAUDE.md Spaces: DJ booth, smoking yard, sinks, glassie station; data-driven PROPS/LIGHTS with beat-pulsed zone lighting; art drop-in pipeline + generation queue 2026-07-20 14:38:19 +10:00
eslint.config.js Phase 0: scaffold, contracts, core systems, patron generator, paper-doll renderer, Parade demo (49 tests) 2026-07-19 16:20:53 +10:00
index.html Phase 0: scaffold, contracts, core systems, patron generator, paper-doll renderer, Parade demo (49 tests) 2026-07-19 16:20:53 +10:00
LANEHANDOVER.md One camera for the whole tileset: nine chunky props re-meshed and ortho-rendered 2026-07-27 14:55:19 +10:00
package-lock.json Phase 0: scaffold, contracts, core systems, patron generator, paper-doll renderer, Parade demo (49 tests) 2026-07-19 16:20:53 +10:00
package.json Phase 0: scaffold, contracts, core systems, patron generator, paper-doll renderer, Parade demo (49 tests) 2026-07-19 16:20:53 +10:00
README.md Fleet asset notes: reusable network assets for the v0.4 art pass 2026-07-19 16:00:53 +10:00
tsconfig.json Phase 0: scaffold, contracts, core systems, patron generator, paper-doll renderer, Parade demo (49 tests) 2026-07-19 16:20:53 +10:00
vite.config.ts Phase 1 review: merge door/floor/juice, fold CCRs into contracts, integration fixes 2026-07-19 19:26:35 +10:00

NOT TONIGHT

A hospitality power trip. Papers, Please meets a Saturday night in Fortitude Valley: you're the head of security at a volatile, pretentious nightclub. Protect the Vibe. Watch the queue Aggro. Don't let the Liquor Licensing Inspector catch you slipping.

Browser game — Phaser 3 · TypeScript · Vite. Pixel art, synthesized techno, one very loud DENIED stamp.

Docs

Dev (once Phase 0 lands)

npm install
npm run dev    # parade / demo scenes
npm test