chore: scaffold Godot 4.7.1 project — greybox falsifier phase

Design canon: advisors/game-design/concept/mechatronics/ (CONCEPT.md,
MOE.md). v1 target = the greybox falsifier per ROADMAP.md.
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# Godot 4
.godot/
*.translation
# OS noise
.DS_Store
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# CLAUDE.md — U R M03
Godot 4 game project. Science-fiction rogue-lite: strategy-forward
mech auto-battler with a light action layer and a nurturing
base-builder meta.
## Design canon (read before designing anything)
The design documents are canonical and live in the advisor repo,
NOT here:
| Document | Canonical for |
|---|---|
| `~/development/advisors/game-design/concept/mechatronics/CONCEPT.md` | All systems: loop stack, run skeleton, tag grammar, chemistry table, encounter grammar, base, economy, campaign |
| `~/development/advisors/game-design/concept/mechatronics/MOE.md` | M03 ("Moe") — character bible, design law, scenes |
Where they conflict: MOE.md wins for Moe, CONCEPT.md for systems.
Design decisions are made in those documents first, then implemented
here. Do not fork design decisions in this repo; propose changes
against the advisor repo's docs.
Non-negotiable canon highlights (full rationale in CONCEPT.md):
- **ONE BOT** — the cast is M03, Khoe, and rescued humans. No other
friendly mech, ever. Build variety rides in RIGS.
- **No immunities, no healing enemies, ever** (the invincibility
laws). Susceptibilities only; damage dealt is progress banked.
- **Two-solutions rule** — every encounter answerable by brute force
AND by the read; cleverness pays only in speed, safety, spectacle.
- **Combos produce verbs, not multipliers.** Every chemistry row is
a visible event, learnable by seeing it once.
- **No tutorial, ever.** The base's growth order is the curriculum.
- **Siege/base-defense mode: permanently rejected.** Do not build,
do not re-propose.
## Engine
- **Godot 4.7.1-stable, pinned.** Both dev machines run
`4.7.1.stable.official.a13da4feb` (Mac editor: `/Applications/
Godot.app` + `godot` shim; nh3-dev headless: `~/bin/godot`).
Do not upgrade unilaterally — version skew rewrites scene files.
An upgrade is an operator decision applied to both machines at
once.
- Headless verification: `godot --headless` works on nh3-dev for
scripts, tests, and imports.
- GDScript for design iteration; C# reserved for hot paths (none
yet).
- 2D, pixel-first: integer scaling, nearest-neighbor filtering
(set in project.godot). Hi-bit mixed-res effects layer comes
later — greybox is deliberately art-free.
## Current phase: GREYBOX (v1 per ROADMAP.md)
The falsifier slice, specced in CONCEPT.md § Encounter grammar:
one arena · one auto-fire KINETIC weapon · two cards (HEAT +
KINETIC) · the KINETIC+HEAT chemistry row (knock a heated enemy
into others → heat spreads on impact) · two enemy types (untagged
grunt swarm + self-heating burster). It exists to falsify three
bets: positioning ↔ build interaction, card-freeze rhythm,
chemistry delight. Greybox art: primitives and placeholder shapes
only — no sprites, no polish.
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# U R M03
Science-fiction rogue-lite: a strategy-forward mech auto-battler
with a light action layer and a nurturing base-builder meta. You
restore the last of the gentle giants; he goes out so nobody else
has to.
Godot 4.7.1 (pinned). Design canon lives in the game-design advisor
repo (`concept/mechatronics/`); this repo is the implementation.
Current phase: greybox falsifier — see ROADMAP.md.
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# ROADMAP — U R M03
## v1 target — the greybox falsifier
v1.0 of this repo is NOT the game; it is the playable slice that
falsifies (or confirms) the design's three core bets. Cut v1 when
all of these are true:
1. **Arena + piloting** — one greybox arena; positioning-only mech
control (no aim, no combos).
2. **Auto-fire build layer** — one KINETIC weapon that fires itself;
the build expresses itself visibly without input.
3. **Card layer** — 2-slot hand, card-time dilation (freeze/dilate
toggle exposed as a knob), two cards: one HEAT, one KINETIC;
charges generated by the build.
4. **Chemistry row** — KINETIC+HEAT: knocking a heated enemy into
others spreads heat on impact. Authorship-loud feedback stack
(hitstop + hues meeting + sting placeholder).
5. **Two enemy types** — untagged grunt swarm + self-heating burster
(tests the literal enemy tag mirror).
6. **Falsification playtest** — operator has played it and rendered
verdicts on the three bets: positioning ↔ build interaction,
card-freeze rhythm, chemistry delight.
## Parking lot (post-greybox)
Everything else, including: remaining 9 chemistry rows + 5 surges;
node map / run structure; belt + full hand; keystones; base layer;
salvage economy; drives/transits; zones; bosses; art pass (sprite
grid test 3248px); audio; naming pass (tags, modules, rigs);
enemy factions as tag dialects; tuning knobs (CONCEPT.md § Open
questions #2). None of it enters this repo until the greybox
verdict is in.
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
config_version=5
[application]
config/name="U R M03"
config/features=PackedStringArray("4.7")
[display]
window/stretch/mode="viewport"
window/stretch/scale_mode="integer"
[rendering]
textures/canvas_textures/default_texture_filter=0