Record the agreed story mode plan
Five acts, one per league and court: the league cup, the beaten finalist growing into the act boss and running off, then a ten-game gore chapter with a mid-boss checkpoint. No duel in the story, healing and restock after the mid-boss, the act as the saved unit with three checkpoints, help after the third failed attempt, arcade limited to unlocked modes, metal in gore only (track pending). Nothing built yet; the storyboard link and the open questions are in PROJECT.md. v378 (docs only). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -491,6 +491,82 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu
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`RETURNED`, `DOUBLE KILL`) is a footnote to something you already watched happen. Sharing the loud
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`RETURNED`, `DOUBLE KILL`) is a footnote to something you already watched happen. Sharing the loud
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FACE with the milestone cards is right; sharing their SIZE made every footnote read as a milestone.
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FACE with the milestone cards is right; sharing their SIZE made every footnote read as a milestone.
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## THE STORY — the modes become one storyline (2026-10-15, AGREED in discussion; NOTHING BUILT YET)
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Oliver: *"wie wäre es, wenn wir beide verbinden und eine Hauptstory daraus spinnen … eine Spielprogression,
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die die Modi abwechselt"*. Storyboard (private artifact, v2):
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https://claude.ai/artifact/4BVqWW89PLMcymYkuRAxv2. **This supersedes THE SEASON's decision 1 and 3 and the
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LEAGUES rule "nothing playable today gets locked"** (Oliver: "jupp"). The Season's screens (front door,
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record, promotion screen) are the material the story is built from.
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### What the code actually had on 2026-10-15
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- The tennis-to-zombie transition (`startTransition`, ~8 s) is dead code in normal play. Since
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2026-08-15 gore opens straight in the gore (`startGore`); only `forceZombies` still plays it.
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- Gore has **10 boss designs**: 9 in rotation, plus THE CHAMPION every 10th chapter (game 100, three
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phases). After that it runs endless.
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- Every boss is a ladder body made big: KEEPER → THE GROUNDSKEEPER, MASCOT → THE SPONSOR MASCOT, COACH →
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THE HEAD COACH, and so on (sprites checked side by side).
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- Cup rounds walk the league band bottom up (`cupRoundsFor`), so the final is the band's top rung.
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### Decisions, settled with Oliver 2026-10-15
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1. **THE STORY REPLACES THE MAIN PATH.** Five acts = five leagues = five courts. Each act is:
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1. the league cup (zombie tennis), then
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2. THE TRANSFORMATION, then
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3. a gore chapter of **10 games**, then
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4. the act card.
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The testteam starts from zero, so that the whole story gets played.
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2. **One chapter per act, with a MID-BOSS at game 5** (option A). The ten bosses:
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| act | court / league | mid-boss (game 5) | boss (game 10) | cup final |
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|---|---|---|---|---|
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| I | Terre Rouge / Graveyard Shift | Strawberry Seller | Groundskeeper | Keeper |
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| II | The Slab / Club Staff | Stringer | Sponsor Mascot | Mascot (*) |
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| III | Centre Court / Officials | Line Judge | Chair Umpire | Umpire |
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| IV | Night Court / Coaching Staff | Physio | Head Coach | Coach (*) |
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| V | Members' Ground / Honours Board | Director | THE CHAMPION | Champion |
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(*) **The cup final is always the act boss's body.** In acts II and IV the story cup reorders the band
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for that (Runner and Club Pro play earlier rounds). The ladder itself is not reordered: the ramp test
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and the Climb depend on it.
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3. **THE TRANSFORMATION (Oliver's idea):** at match point of the final the beaten finalist grows into the
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much bigger act boss (same character, boss sprite), and runs out of the frame. The crowd floods the
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court and game 1 begins **without a cut**. Built on `startTransition`'s timeline (hitstop, flash,
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zoom). The boss's name slams with "GAME 10". In gore it is the rematch.
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4. **NO DUEL IN THE STORY.**
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- Weapons: the starting stock is the cup's loot, the barrels supply more, and the rack refills after
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the mid-boss.
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- Healing (the duel was the ONLY heal for `G.hp`): after the mid-boss, and full at every act start.
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- Open: what the racket zombie is in story chapters.
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5. **SECTION = ACT, with checkpoints inside** ("Akt als Rahmen mit Speicherpunkt").
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- The act is the unit that is saved between sessions.
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- Death or elimination restarts from the last of three checkpoints: the cup start, the chapter start
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(after the transformation), or after the mid-boss.
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- No permadeath in the story.
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6. **HELP WHEN STUCK:** from the 3rd failed attempt at the same checkpoint, one assist tier is offered,
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at most two. It is said openly on the death screen, and the player may decline it. Tennis gets the
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peer-gift shape (legs, window). Gore gets +1 heart and a slower horde until the next checkpoint.
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7. **SCREENS, NOT VHS:** in-game animated interstitials.
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- The act title card.
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- The cup-won/loot screen: "You cleared the court … and gained these for the hordes to come".
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Stats count up, the weapons drop into the rack one by one, and the chapter preview keeps game 10
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as "???" until the transformation.
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- The checkpoint banner: RESTOCKED, FULL HEALTH.
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- The death screen with the retry point.
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- The act card (the promotion screen's pattern).
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- A silent build: no narrator.
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8. **ARCADE** shows only modes the story has unlocked, possibly premium-only. THE CLIMB stays as an
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arcade mode. The proposed unlock order is in the storyboard (not yet agreed).
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9. **METAL IN GORE ONLY.** The existing beds do not fit. Oliver is researching a track; parked until he
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brings one. Entry point: the transformation.
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### Still open
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- A prologue: one classic match against a living opponent with the old transformation, once at the start?
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- The racket zombie in story chapters.
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- Endless arcade gore keeping its duel economy unchanged (proposed: yes).
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- The arcade unlock order.
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- Then the phase plan (to be written before any gameplay changes).
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## Session log: THE SEASON, PHASES 1-4 — the front door, the record, the rooms, the season beat (2026-08-31, STAGING ONLY)
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## Session log: THE SEASON, PHASES 1-4 — the front door, the record, the rooms, the season beat (2026-08-31, STAGING ONLY)
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All four phases of the plan below, plus the overlay consolidation Oliver asked for in the same
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All four phases of the plan below, plus the overlay consolidation Oliver asked for in the same
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@@ -5762,7 +5838,10 @@ stance the old recovery still takes him back.
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Nothing here is broken; these are known gaps and unverified risks.
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Nothing here is broken; these are known gaps and unverified risks.
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0. **THE RALLY GOES FLAT (2026-10-13), the top item.** Every match converged on serve, both at the net,
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0. **THE STORY (2026-10-15) is agreed in discussion and NOT built.** See "THE STORY" above; the phase plan
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comes next.
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00. **THE RALLY GOES FLAT (2026-10-13).** Every match converged on serve, both at the net,
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reflex volleys, won by a wrong-foot. Step 1 (the court gets its length) SHIPPED v361, awaiting the
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reflex volleys, won by a wrong-foot. Step 1 (the court gets its length) SHIPPED v361, awaiting the
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phone verdict; the tap timing + leg knee (v362), the soft ball (v363, drop/lob split v364) and the
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phone verdict; the tap timing + leg knee (v362), the soft ball (v363, drop/lob split v364) and the
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opponent styles (v364) followed; the swing-log fixes ran to v371. Step 4: v372 measured why the ladder
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opponent styles (v364) followed; the swing-log fixes ran to v371. Step 4: v372 measured why the ladder
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<span id="recLamp" hidden>REC</span>
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<span id="recLamp" hidden>REC</span>
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