jankenbots/CLAUDE.md
megaproxy dfbea52229 docs: record Git LFS is now active; asset-import workflow
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 18:06:34 +01:00

3.3 KiB

Project: JANKENBOTS

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 and renamed JANKENBOTS (was the working title JANKENSTEIN). 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/jankenbots.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.mdTech direction). The physics-party genre is overwhelmingly Unity; the defining risk is networked physics at ~25-player scale.
  • Everything lives at F:\jankenbots\jankenbots (= /mnt/f/jankenbots/jankenbots from WSL; ~/claude/projects/jankenbots is a symlink to it). The path is doubly-nested because Unity Hub created the project as jankenbots inside F:\jankenbots — harmless; the canonical repo/project root is the inner folder. One unified folder: the git repo, the design docs, and the Unity project (Assets/, Packages/, ProjectSettings/) all together, because the Unity Editor must run on Windows. Git runs from WSL over /mnt/f (core.filemode false set). Unity-aware .gitignore/.gitattributes are in place. Git LFS is active (since 2026-07-12): binary art/audio/models (png/jpg/fbx/obj/wav/etc.) are stored via LFS on the Forgejo remote; Unity YAML text assets (prefab/mat/scene/asset) stay normal git text. git lfs auths to Forgejo via the stored Basic credential — no extra setup; just git push as usual.
  • 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 (Unity MCP): config is seeded — .mcp.json registers a unity HTTP server at http://172.27.208.1:8080/mcp; full runbook in docs/mcp-setup.md. Server = CoplayDev/unity-mcp run in HTTP mode host-side, reached across the WSL boundary by the Windows host IP (same shape as the UE nwiro/ChiR24 servers). Requires the Unity Editor open + the package installed + the bridge (0.0.0.0 bind or netsh portproxy on :8080). Verify with mcp__unity__* tools. Editor must be running for the tools to work; re-check the gateway IP if it stops connecting.