# Project: JANKENSTEIN A ~25-player "friendslop" party game: teams cobble a janky physics robot from themed scrap, then **each teammate pilots one part of it** in an absurd cartoon arena brawl; dead players become free-roaming ragdoll **gremlins**. Graduated from `ideas/jankenstein` on 2026-07-10. Engine: **Unity**. Currently building a **basic networked prototype** to test the core coordination feel with real friends. ## Working agreement - This is a git repo with `origin` on Forgejo at `https://git.rdx4.com/megaproxy/jankenstein.git` (private). HTTPS auth uses the token in `~/.git-credentials` — pushes are non-interactive. - Commit after each logical change with a one-line imperative message; `git push` after each commit (or at minimum before ending the session). - Read `memory.md` at session start. Update it before ending the session. - Never commit secrets — see `.gitignore` and the rules in `~/claude/CLAUDE.md`. ## Project-specific notes - **Engine: Unity.** Decided after a netcode/prior-art study (see `DESIGN.md` → *Tech direction*). The physics-party genre is overwhelmingly Unity; the defining risk is networked physics at ~25-player scale. - **The Unity project lives on the Windows host** (like the UE projects on `F:\`), because the editor must run on Windows. This WSL-side repo is the **project home**: durable memory, the full design record (`DESIGN.md`), build-plans (`docs/`), and any ops/bridge scripts. The Unity project's own files (`Assets/`, `ProjectSettings/`, `Packages/`) get version-controlled separately once created — decide git-on-`F:\` vs symlink then. - **`DESIGN.md`** is the complete design record carried over from the idea's `plan.md` (control feel v0.1, weapon archetypes, lobby math, tech direction). `memory.md` is the distilled decisions + live TODOs; `DESIGN.md` is the deep detail. - **Current focus:** a throwaway **networked prototype** — Unity **Netcode for GameObjects (NGO) + Relay**, host-authoritative, friends join by code. Milestone 1 = one shared bot, each player drives one tread. See `docs/prototype-plan.md`. This prototype's netcode is **not** the final architecture (server-auth vs Photon Quantum is still deferred). - **Claude-in-editor:** plan to stand up a Unity MCP server (CoplayDev/unity-mcp or IvanMurzak/Unity-MCP) host-side, bridged to WSL the same way the UE servers are (HTTP + non-loopback bind + host IP). Not set up yet.