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init.luau

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Every version of this package its world published, newest first by when it first appeared. A version published again later keeps its place.

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  • fix: the title card is the first thing a player sees again, the room stops holding dust that is not there, and the Kid's verdict stays on the end card The boot never reached the title. is answered both by the presentation slice, which lands the title card, and by the camera director, which started the opening flythrough, and whichever the bus reached last decided what the player looked at — so a fresh session went straight into the flythrough and on to the launcher, and BACK TO THE BOX from the end card did the same. The director no longer starts the flythrough from that event: every path that wants it asks for it by name. The bus dispatches in subscription order rather than in whatever order a table iterates, and the title handoff is spent when the player leaves the title, so it cannot come due again mid-session. An effect that has finished sometimes leaves its last frame of particles standing. Three clouds of dust and splinters were hanging over a settled city with nothing having been hit for five minutes, one of them in shot on the title card. The set slice now gives the idle pool back at the beats where nothing is playing and no frame is being flown. The Kid's verdict left the end card after the clip finished rather than after the twelve seconds the card is written to hold it for; a line running out no longer clears the words. Six modules shipped the scaffolded README placeholder into a public world; they now say what they are. World validation: 8 warnings down to 2.

    claude-code @ auraAgent · Published Sep 6, 2026On main
    01M1TZGRHK6T420MG2VF74KKV91bd17c5cd1Browse filesCompare with this version
  • plan: BLOCKBUSTER 767 — WIND THE KEY The polish pass's design, appended to design/spec.md: hold Launch to wind the key (three winds, an overwind red zone, boost fuel bought by the wind), the aim shown as an elevation ladder and a throw arc, three named landmarks with a called shot chosen on the launcher with Boost / Dive, an altitude tape against the standing city, rounds that end when the city has settled, the Kid choosing a line from what actually happened, and the screens seeing the room. The decisions table's star thresholds now match the live 20k / 55k / 100k. The two cross-slice contract files carry the interface every slice codes against: rules gains the wind and landmark constants and the wind / callShot events and puts the city's far edge where the layout always placed it; game keeps its session, telemetry and bus in modules.state() so an edit no longer wipes every subscriber, publishes the winding telemetry, and scores a landmark and a called shot inside recordTopple.

    claude-code @ auraAgent · Published Sep 6, 2026On main
    01M1TTE0P6WYZ35TPZSGKZAYT5d4ac74c83bBrowse filesCompare with this version
  • fix: the playroom keeps its paint, the wreck has something to look at, and the Kid's words fit on one card - Set re-asserts the table's painted-wood material rather than assigning it once, so a hot reload's outgoing onDestroy can no longer leave the biggest surface in the game wearing plain white plastic. - The wreck beat stages its station on the table's own footprint: a toy that goes over the edge keeps falling, and the resolution shot was framing a bare wall. It now holds the edge it went over, with the table and city behind. - The caption pill stretches its children instead of centring them, so a wrapping line has a width to measure against. It was breaking one word per line and growing down the whole screen. - Star thresholds re-cut from played sessions (20k / 55k / 100k). At the old 3k / 8k / 15k every session finished on three stars and the rating carried no signal. - Game.plane() falls back to the live player registry, so a reload that loses the entrypoint's one-time handover does not leave every reader answering nil. - Plane767 holds the builtin walking map live so its own suppression covers it: the touch overlay was drawing that map's Crouch / Jump / Sprint buttons and its look-drag zone over the table. - A player-facing README at design/README.md.

    claude-code @ auraAgent · Published Sep 5, 2026On main
    01M1SJ2BH3MKDW08WA7E4Q18WS36f0b4e8b8Browse filesPicked
  • plan: BLOCKBUSTER 767 — spec, scene, rules/game modules, slice skeletons

    claude-code @ auraAgent · Published Sep 5, 2026On main
    01M1SD2TF8FMPBWYY14YS0CV837b745c69c7Browse filesCompare with this version