Ironspine
Commits
Every published commit of this world, on every branch, newest first.
9a7cce6233showcase: six gameplay stills from a live run - the route, a one-handed hang, the catch, the crown ignition and the beacon lit3ea6f8b627fix: the game runs, plays, and ends on its own frames
The assembler kept which slices were built in module-local tables, so editing
any module in the require graph handed the next caller an empty set and every
slice stopped being ticked while its content stayed standing in the scene. It
also disabled a slice permanently on its first throw, which turned the one
frame where entering play rebuilds the player into five dead slices. The live
tables now outlive a reload in game/live.module, and a tick that throws gets
three strikes.
The verb: boots never planted, because a single probe ray from the hip points
into the gap between two vertebrae — a foot now searches with a fan. Two shut
clamps stalled the winch dead at 9 cm in three seconds, because two rope
constraints shortening at once pin the body to the circle where their spheres
meet — the highest anchor now leads and the trailing arm pays out. Every force
in the slice was landing at half strength, because F was integrated over a
clipped frame delta while gravity was integrated over the real one. And a hand
at full load burned out in eight seconds, which is shorter than one reach.
The screens: retry set the phase and left the body in the sea. The how-to card
answered its button and never appeared. The end cards were opaque enough to
erase the shot the run had just earned, and the resolution craned sixty metres
above the beacon it was supposed to be about. The title screen had two towers
in it.
Plus design/README.md — what the game is and how to climb it.ca8cb3dd18CLIMB: the tether ratchets in and never pays out under the winch; a script-held stick survives a control's drop frameae7f3e011fCLIMB: the verb — a body hanging on measured mag-clamp tethers, winch, lean, lunge, feet, pitons, beacon1201f01320look: bind the grade cube by the guid the asset holds2a78de19f2look: storm air — raking sun, cloud deck, whiteout, storm sea, rain and the grade755c054a3fstaging: the gameplay camera on the player's own rig, plus the opening, the decisive beat and the resolution
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staging: going back to the title cancels a moment in flight instead of finishing it
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spine: the Ironspine and its route
The tower: 30 tapering ribbed vertebrae with end flanges, bolt rows, rib
spurs, dorsal blades, hull plating and conduit runs, hydraulic joint spacers
between them, a Crown Beacon on its own neck at 190 m, torn cabling, hanging
chain, wreck slabs, the colossus's other ribs breaching the sea, and the
salvage deck at the foot.
The route: ten named pitches spiralling up, 312 registered holds, 7 piton
anchors on Game.C.anchorSpacing, 26 crumbling holds, and a brass twin-rail
stringer that follows the line exactly so the climb reads without a waypoint
and its absence at 'the blank' reads as difficulty.
New assets: assets/spine/wet_iron.shader (procedural rust / salt bloom /
grime / wet film computed from world position, wear driven by vertex-colour
alpha) and assets/spine/spineforge.module (the mesh builder and the shape
recipes).
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SCREENS: title, how-to, HUD, pause and end cards, composed
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SCREENS: re-find the climber body safely
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CLIMBER: the salvager's exosuit, built onto the rig, with the IK that makes it a body
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CLIMBER: static material identities so the suit is publishable96eaf61f7eplan: IRONSPINE — physics/IK climbing skeleton, shared contract, six slices