3.3 KiB
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
originon Forgejo athttps://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 pushafter each commit (or at minimum before ending the session). - Read
memory.mdat session start. Update it before ending the session. - Never commit secrets — see
.gitignoreand 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. - Everything lives at
F:\jankenbots\jankenbots(=/mnt/f/jankenbots/jankenbotsfrom WSL;~/claude/projects/jankenbotsis a symlink to it). The path is doubly-nested because Unity Hub created the project asjankenbotsinsideF:\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 falseset). Unity-aware.gitignore/.gitattributesare 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 lfsauths to Forgejo via the stored Basic credential — no extra setup; justgit pushas usual. DESIGN.mdis the complete design record carried over from the idea'splan.md(control feel v0.1, weapon archetypes, lobby math, tech direction).memory.mdis the distilled decisions + live TODOs;DESIGN.mdis 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.jsonregisters aunityHTTP server athttp://172.27.208.1:8080/mcp; full runbook indocs/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 ornetsh portproxyon :8080). Verify withmcp__unity__*tools. Editor must be running for the tools to work; re-check the gateway IP if it stops connecting.