Commit Graph

5 Commits

Author SHA1 Message Date
dejvino
477195a7d6 Phase 3: regional control, sketch minimap, and fix the base hut
Three things, all tangled together enough to land at once.

Regions. A single directional front cuts the map into liberated, contested,
occupied and frontier. Heat accrual behind your own lines is exactly zero, not
merely small — a trickle would eventually fortify your own back garden, and
would mean the safe area quietly punished you for using it. Decay is judged by
whoever holds the road, not whoever holds the ground the car is standing on.
Modelled as one front rather than blobs of territory because the brief wants the
line to move in both directions, and Phase 4 can then just slide the offsets.

Territory is signalled by tone, never by the world announcing itself: crossing a
border eases the fog, light and palette between four looks. Phase 3's gate is
telling occupied from liberated without being told, so the HUD line naming the
band is debug scaffolding like the heat numbers.

Minimap. There was no way to tell where a target was. The map is drawn from
Intel, not from the world: the road network's shape is always faintly visible,
but only roads actually seen carry remembered heat, only ground actually driven
through is filled in, and the front line is dashed in only where both sides of
it have been explored. Adds a coarse fog-of-war grid to Intel, plus an
eight-point compass arrow in the HUD.

Base huts. The building was centred on the junction, so the starting hut sat
directly over the car and hid it. Huts now stand off the junction, in whichever
direction is furthest from tarmac, and are solid.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 10:23:23 +02:00
dejvino
73e8ac68f1 Phase 2: bases, quest board, and known-vs-new targets
Four allied bases, placed by greedy farthest-point so no choke point can strand
the player, with the first at the spawn junction so the loop is available at
once. Missions hand in at any base, not the issuing one.

The board offers known and new targets side by side and describes each route in
words. Crucially it never reads heat directly — it reads sim/intel.ts, a record
of what the player has actually observed and when. Notes age while roads keep
escalating unwatched, so a known route is knowable, stale, and never a promise.
Recon missions survey everything within 130m, which is how a new target becomes
a known one without driving every road there.

New targets pay 1.8x. That multiplier is the phase's tuning dial: too low and
nobody takes the unknown, too high and nobody takes the known.

Payment is parts, which repair the car. To keep "decline, not reset" intact,
each subsystem gains a ceiling that falls permanently with damage — repairs
restore up to what the car is still capable of, never to what it was. Without an
economy the board's rewards had no stakes; with one, the risky job is what keeps
the car running a while longer.

Adds Dijkstra over the road graph, taking a cost function so a "safest route"
preview is a small change later.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 10:06:32 +02:00
dejvino
475db8773c Heat: credit the verge to the road, and block the whole corridor
Driving alongside a road accrued no heat at all, so the dominant strategy was
to never actually use one. Heat is now credited to any road within 12m of the
centreline, tarmac or verge.

The cutoff is hard rather than tapered: a taper leaves a gradient to optimise
along, where sitting at 80% of the catchment costs 20% of the heat. A cliff
edge means you either use the route or genuinely leave it.

12m is a balance, not a guess. It puts ~7.5m of verge past the kerb — two car
widths, so hugging the shoulder gains nothing — while leaving 57% of the map
off-route. At 20m two thirds of the map counts as on-route, heat becomes
unavoidable everywhere, and choosing a different route stops meaning anything.

Barricades now span the full corridor for the same reason. Stopping at the kerb
left them free to round on the verge at speed.

Junction heat is still deferred; a point near a junction is credited to the
nearest segment.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 09:41:52 +02:00
dejvino
506d07be5d Phase 1: road network and heat
Roads are a jittered 7x7 grid with ~a quarter of the edges thinned out, kept
connected. The loops are the point: "take a different road" is not a decision
without alternative routes.

Every metre driven adds heat to that segment; all roads shed it slowly. Crossing
a threshold escalates Clear -> Patrol -> Barricade -> Turret, each of which puts
real obstructions on the tarmac. Hysteresis stops a road on a boundary from
rebuilding its barricade every few seconds.

Level changes are deferred while the car is on the segment. Building a barricade
around the player would spawn a static collider inside the chassis, and the
player is meant to discover escalation by returning to a road, not by watching
it assemble behind them.

Checkpoint positions are seeded from the segment id, so a stretch of road always
fortifies in the same place — recognising it is part of learning the map.

Scenery now avoids the tarmac and the car spawns at a junction.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 07:47:19 +02:00
dejvino
a66032674d Phase 0: drivable car with persistent wear
Vite + TypeScript + three.js + Rapier raycast vehicle, fixed 60 Hz step.

Flat plate, seeded obstacle scatter, chase camera, debug HUD. Car condition
(engine/tires/chassis) degrades permanently and is derived into handling
numbers, so decline is felt through the wheel rather than read off a meter.

src/sim/ is kept free of three.js and Rapier imports — the later heat, region
and front-line systems all live there, and staying engine-free is what makes
them unit-testable without a browser.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 07:39:05 +02:00