130 lines
7.1 KiB
Markdown
130 lines
7.1 KiB
Markdown
# Persistent memory — urm03 (U R M03)
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_Last updated: 2026-08-07_
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> **Always check for `/tmp/m03-dev-handoff.md`** — if it exists and its
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> `Written:` stamp is under an hour old, read it (it carries the in-flight
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> handoff from the previous session), then delete it. Older than an hour:
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> stale — delete it unread.
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## Repo purpose
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Implementation repo for **U R M03** (Godot 4.7.1): the strategy-forward
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mech auto-battler rogue-lite. Design canon lives in the advisor repo (see
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CLAUDE.md); this repo builds what canon ratifies. Current mission is the
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greybox falsifier (ROADMAP.md v1) that tests the design's three core bets.
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## Current state / in-flight
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_As of 2026-08-07 (post-falsifier):_
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- **Greybox build complete AND falsifier verdicts rendered** (ROADMAP
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v1 target met through capability 6). Verdicts: bet 2 (card-freeze
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rhythm) CONFIRMED; bet 1 (positioning) shaky → salvage-pickup loop
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adopted and built; bet 3 (chemistry) inconclusive → in-card
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randomness parked to belt stage.
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- **Post-falsifier loop built**: charges generate on kills; kills drop
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scrap pickups (magnet radius, fade); collected scrap gates card
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levels 1→3 (thresholds + per-level radius/power scaling, HEAT L3
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reaches one-cast threshold). Smoke gate green 4/4.
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- Canon amendments landed in the advisor repo at `f12cb15`
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(**local-only — that repo has NO git remote**): Freeze charge
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ratified, kill-charges + salvage-gated levels decided, randomness
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parked.
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- Salvage loop playtested and KEPT (operator, 2026-08-07: "interesting
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mechanic, let's keep it and move on"). Everything remains knobs; no
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tuning pass done yet.
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- M1 (greybox falsifier) done, untagged — v1.0 reserved for the
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public RC (operator ruling 2026-08-07; internal milestones are 0.x).
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- **M2 (run skeleton) BUILT 2026-08-07, operator playtest pending**:
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belt (consume-on-play, draft refills), draft node (3 + scrap
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decline), CARD-vs-SCRAP fork between rooms, spawn-budget rooms
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(4/run), tally + relaunch, DASH + IGNITE greybox cards. Chain
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semantics deliberately deferred to M3.
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- Advisor repo remote WIRED 2026-08-07:
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git@gitea.phasefinal.com:vh/game-design-advisor.git (private,
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created via tea CLI with the vh token), main pushed — canon is
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backed up. (Distinct repo from vh/urm03 — operator briefly read the
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new name as a rename; clarified 2026-08-08.)
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- `[2026-08-08]` Operator is building **asset tools offline** (his
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side — likely the Aseprite/Retro Diffusion pixel pipeline from the
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advisor notes) and will loop this project in when ready. M2
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playtest verdict still pending; no repo work blocked on it.
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- `[2026-08-14]` **Aseprite 1.3.18.2 built from source on nh3-dev**
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(operator-licensed) at `~/bin/aseprite`; headless gen_sprites.lua
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run verified pixel-identical with preview.py (see CLAUDE.md Engine
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notes). Sprite work remains `_ph` ideation — greybox stays art-free.
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- `[2026-08-15]` **Retro Diffusion local weights wired into Arbo's
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ComfyUI** (irv-ml1, `/storetank/arbo/models`, comfy-dev thread
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01M01PKJ5EAR…): base pixel-art checkpoints (rd_pixel/palettegen/
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micro_v14) + VAE (comfy-dev repaired its key prefixes — derived
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file, not a symlink) + 5 controlnets + 11 LECO sliders VERIFIED
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working. **Render at 512 and downscale — 128 direct is below the
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model's floor** (validated A/B on booth rd-validation).
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- `[2026-08-15]` **Style LoRAs recovered — operator decrypted all 24
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himself (with permission); now live in ComfyUI.** Genuine SD1.5
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LoRAs (kohya, 792 tensors each). **Licensing (operator directive):
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copyrighted, licensed-for-use, NOT-for-export — fleet-internal
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only.** Full trigger map at `tools/retro-diffusion/lora-triggers.md`.
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- `[2026-08-15]` **M03 sprite-ideation exploration COMPLETE (2 batches)
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— pipeline proven, findings ratified to canon, exploration wrapped
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(operator).** Key results (full record: `tools/retro-diffusion/
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FINDINGS.md`): base `rd_pixel_v14` alone renders M03 + mismatched
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eyes; style LoRAs kill the hero (object priors) → reserved for
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tiles/icons/env props; **sprite budget 64px full-body / 48px bust /
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32px blob**. Booths m03-batch01 / m03-batch02 (ephemeral).
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- `[2026-08-14]` **Art direction resolved (operator): watercolor
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backgrounds/scenery + pixel-art sprites.** Watercolor scenery
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pipeline owned by **waterland-dev** (fleet peer). Pixel sprites =
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local RD base ideation. Ratified to advisor CONCEPT.md (§ Tech & art
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direction + decisions log + open-Q #2 sprite-grid struck) at
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`3eeeaf4`. Ideation-grade — shipped art still human-authored, M03 ref
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stays locked syn02/syn04b. Loop-in waterland-dev when scenery work
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actually starts (no ask ripe yet).
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## Recent decisions
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- `[2026-08-06]` Greybox discipline: direct implementation + headless
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smoke gate; contract/heid ceremony skipped — falsifier code's real
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review is the operator playtest.
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- `[2026-08-07]` Freeze charge meter adopted as the card-time variant
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for playtest (banded ladder, A/B vs unlimited toggle on M); canon
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ratification deferred pending playtest verdict — tracked at commit
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`73f84e7` + advisor repo CONCEPT.md § Open questions #0.
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→ `persistent-memory.d/2026-08-07-freeze-meter-variant.md`
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- `[2026-08-07]` Detonations are symmetric — they damage enemies AND
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the mech in radius: one grammar on both sides; heat play prices
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standing close (`1976149`).
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- `[2026-08-06]` Placeholder tag hues: KINETIC pale steel-blue, HEAT
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orange — canon assigns no tag colors yet (naming/color pass parked
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post-greybox).
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- `[2026-08-07]` Falsifier verdicts + resulting design decisions live
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in advisor-repo CONCEPT.md (§ loop stack amendments, decisions-log
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rows, open-question #0 closure) at `f12cb15` — design rationale is
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NOT duplicated here; that log owns it.
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## Tried and abandoned
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- `[2026-08-07]` `Engine.time_scale = 0` as the freeze — fake: physics
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still steps with delta 0 on 4.7 (probed headless), so delta-independent
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logic (heat thresholds, contact callbacks) kept firing while "frozen".
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Freeze = `SceneTree.paused` + hand on `PROCESS_MODE_ALWAYS`;
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`time_scale` only for dilation > 0 (`c340b7b`).
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- `[2026-08-07]` Committing new scripts without their `.uid` sidecars —
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the Mac editor generated its own untracked copies and the next
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`git pull` refused to merge over them. Import headless before
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committing so `.uid` files ride the same commit as their scripts.
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- `[2026-08-07]` Spawning physics nodes (Area2D) directly inside a
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physics signal flush (projectile `body_entered` → death → spawn) —
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Godot blocks collision setup mid-flush. Spawn via
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`add_child.call_deferred()` from any death/hit signal path.
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- `[2026-08-14]` `preload()` of an imported texture in a code-created
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sprite breaks the WHOLE script at compile time if the other
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machine's import cache is stale (Mac editor after pull: black scene,
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no movement — preload can't resolve the not-yet-imported resource).
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Use runtime `load()` (null-degrades) for code-created sprites; fix
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`62e86f9`. Recovery for a victim machine: quit editor, `rm -rf
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.godot`, pull, reopen, let reimport finish. Committed state was
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provably sound (fresh clone ran clean) — the bug was purely the
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consumer's stale cache.
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