jankenbots/CLAUDE.md

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 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.mdTech 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.