2.4 KiB
2.4 KiB
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
originon Forgejo athttps://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 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. - 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.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: 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.