Games Pipeline
Pipeline-based game development exploring AI-generated games. Active projects include Slime Survivor, WW2 Gacha, AFK Gacha, and autonomous game development experiments.
- AI-generated .tscn scene files
- Autonomous game development experiments
- Multiple genres: survival, gacha, idle
Activity Timeline
7 precedents surveyed; no mainstream app natively supports BT headset button recording triggers. Recommended: MediaSession skip_back primary, Flic 2 BLE fallback. Herald picker system defined.
Workflow received undefined parameters, generating structure errors instead of content findings — architecture validation needed. 14 of 16 game projects have zero Godot assets; only 2 have prior development activity.
Herald introduces 14-day dedup tracking and one-item-per-day activation for 14 stalled projects. Polaris succession: Opus→Fable. Three launch options for med-autochess R2 benchmarking await owner review.
Round 2 launch decision pending after CC-Sol council completion. Herald automates daily backlog surfacing with one item per day, ready-made prompts, and repeat-avoidance tracking.
One commit freezes the med-autochess R2 ultra M6 trained policy. Sol council completed; decision gate configured and blocked on owner approval.
r2-ccsol: council verification loops, core audit remediated, M6 stretch scope begun. r2-ultra: external M5 review accepted with no P0/P1 findings across 47 files. Both builds now have deterministic progression.
Main ccsol line completed council remediation and combat abilities with acceptance evidence. Codex variant has a playable deterministic match with Vite scaffold. Round-2 arms at M1; codex-ultra at spec v1.0.
No development work. Active projects last touched January–February 2026. Nine titles in fully stalled state with no recent modifications.
Full test suite passed after code fixes applied and re-verified. WW2 gacha got a 33-item priority BACKLOG, five broken QA flows repaired, and UI/core/save fixes. WebP art pipeline and per-screen code splitting added for performance.
E2-B (economy faucets with hero-bound service_records), E4 (infinite-ladder/commander duels), E6 (Iron Compact visual restyle), and E9 (orchestral SFX stingers) all landed. E3 gear set bonuses in-flight at SAVE_VERSION 9. Persona evaluations across 6+ archetypes with anime-fan at 74/100.
Hero scaling adds a 6-phase rarity-raise ladder with materials-only costs and save migration v6→7. Infinite campaign generator uses deterministic StageGen parametric formulas with rounding guarantees and a windowed UI. Branch bundling resolves save-version conflicts between the two active feature branches.
Full art regeneration pass via gpt-image-2 pipeline (enemy sprites, portraits, busts, backgrounds). Sweep feature added for batch farm clearing. Five feature branches staged for owner review after QA cycles.
5 commits across 22 sessions. Legacy art archived, all surfaces repointed to painterly style. Female enemy archetype set, commander portraits, and audio variants all deployed. 10 new commanders and 7 renames grew the roster to 40.
Idle animation implemented on hero portrait via puppet-warp rigging; full-body sprites wired into battle HUD enemy row (2 commits). Eight new characters specced with doctrines, skills, and faction taxonomy. Animation pipeline R&D spans Live2D auto-rigging, PixelLab evaluation, and a Blue Archive-style visual novel story system.
Full-body character portraits generated with BiRefNet cutout compositing. Duplicate featured-portrait overlays removed from GachaScreen and HomeScreen; hero sprites wired into battle rendering. 3-stage art regeneration plan established with rate-limit-aware pacing.
Web-first version built and iterated through feedback cycle. Portrait corrections verified for 11+ characters at P0 priority. UX gap assessment initiated covering missing portraits, backgrounds, tutorial, and gacha mechanics.
UX parity audit identified 4 static failures; full asset generation infrastructure assembled (Codex/Antigravity/Grok backends, Framer Motion/GSAP, Howler.js, Gemini/Codex vision judges). 27 commits across 3 sessions completing the Rounds 1-3 arc.
Five-part success criteria framework defined for UX parity project. Codex, Antigravity CLI, and Grok asset generation skills integrated as callable agents. Web port UX bottleneck identified; Opus xhigh research session queued.
React 19 + TS + Vite with full gameplay loop: pity/50-50 gacha, autobattle, stamina, AFK campaign, 13 UI screens, localStorage persistence with codec + migrations. 20 unit portraits, 6 backgrounds, 3 banners, summon cutscene via Codex and Antigravity CLI. Asset generation skills (Codex, Antigravity, Grok) added to agent toolkit. Game live on Cloudflare Pages.
Deterministic engine and React UI are both in place. An API error on initialization is preventing the build from running. Parked pending root-cause diagnosis.
Picks one concrete, 1–3 hour task and delivers it via Discord DM with title, rationale, first step, and project path. Selection avoids mothballed projects and items surfaced within the past 14 days.
6 commits across Phases 0-5: scaffold, pure-TS core engine, content port, state layer, terminal UI shell, and Playwright E2E coverage deployed. Version bumped to 4.0.0.
Four commits rounded out the initial playable state. Tool palette finalized, end-to-end verification passed, status docs updated. First clean baseline for the game.
Round 2 prioritization resolved 32 findings including design conflicts on roster filters, unit tabs, and pity meters. Phase 1 implementation underway in SettingsScreen.tsx, DevPanel.tsx, and index.css.
17/17 tests passing, typecheck clean. BattleViewer autoplay, Spotlight FTUE with SVG masks, rarity glows all confirmed. Phase transitioned to gap-driven roadmap; GPT-5.4 design audit against AFK RPG conventions queued.
Battle animations fail to populate after Start, new players begin with zero currency, and Stage 1 enemy power is too high for a one-pull team. Sprint 1-2 scoped around these three fixes plus onboarding; visual overhaul deferred to Sprint 3.
Tic-tac-toe redesigned for state injection testing with Kimi K2.5 opponent on React + Vitest stack, BALROG-validated. Gacha game queued three critical fixes: battle animation autoplay in AdventureScreen.tsx, starting currency 0→3000, Stage 1 enemy rebalance.
Three identical variant rows per character revealed as root cause — fullbodyVariant field exists but labels not displayed. Fix drafted to add variant labels in GalleryScreen.tsx lines 165–168; awaiting execution.
Full consolidation path mapped to eliminate redundant copies and resolve data loss risk. Headless vitest coverage confirmed for active projects. Missing /games page in tier-3 logged as a gap.
Slime-survivor last modified Feb 7, ww2-gacha Jan 3, project-bastion stalled without Godot project. No commits or state changes.