The Phase-1 engine baked every level, pitch and envelope into module consts, so nothing could be tuned without an edit-reload cycle. Three things need them live: the ear pass (a human turns a knob and hears it on the next beat), the night arc, and the Phase-4 DJ role, whose control panel is specified as this exact surface (BUILD_PLAN §4). - mix.ts: TrackMix + DEFAULT_MIX (reproducing the Phase-1 values exactly, so lifting them changes no sound), MIX_RANGES bounds, and formatMix() — which is what turns a tuning session into a diff instead of numbers that die with the tab. - arc.ts: the night's shape as per-voice gain scalars. Thin kick at 9PM, bass in once there's a crowd to carry it, everything at midnight, low end pulled first at Last Drinks. Pure keyframes, so it's testable and the DJ role can drive the same surface by hand. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| .claude | ||
| docs | ||
| lanes | ||
| src | ||
| tests | ||
| .gitignore | ||
| CLAUDE.md | ||
| eslint.config.js | ||
| index.html | ||
| LANEHANDOVER.md | ||
| package-lock.json | ||
| package.json | ||
| README.md | ||
| tsconfig.json | ||
| vite.config.ts | ||
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
- Game design — what the game is
- Build plan — architecture, phases, milestones
- Contracts — shared types & events (law)
- Fleet asset notes — what existing network assets the art pass can reuse
- Lane handover log — build coordination
- Lane instructions: scaffold · door · floor · juice
Dev (once Phase 0 lands)
npm install
npm run dev # parade / demo scenes
npm test