Movement/collision against painted buildings and props needs tuning (collision shapes vs the
OPERATION MILKSHAKE
Cards are harvested from this app's BACKLOG/NOTES/TODO/ROADMAP files, handoff tokens, explicitly tagged central backlog lines, and one labelled repo baseline. The live dot, last-activity, and dev/prod drift are computed from disk and the session registry (cached ≤3 min). Central BACKLOG.md sample: Jul 28, 2026 · 3:46:22 PM EDT.
background refresh last succeeded 13s ago · stale after 270s
Backlog
39⚠ capture specifics on next play test: what feels off — walking through walls, sliding, snap,
Y-sort / z-ordering: character must pass BEHIND buildings when north of them, IN FRONT when
GROUND TILING IS TOO UNIFORM: the stone-paving swatch repeats on an obvious grid (visible
Props/atmosphere layering: mist/leaves/shadows need proper depth ordering with the character.
Current music = PROCEDURAL PLACEHOLDERS (boom-bap generated from game instruments). They're
⚠ Also audit the placeholder GENERATION itself — "weird" may mean bad loop points, wrong
The beat-drops-to-silence-on-extraction behavior needs verifying too.
World: fully painted (village + 7 regions). Cast: 8/11 rigged (Dim Sum + Roda remaining).
NEXT (finish current work): Dim Sum rig, Roda trio rig, then D2-RENDER-WALK (full verification
Movement/collision against painted buildings and props needs tuning (collision shapes vs the
⚠ capture specifics on next play test: what feels off — walking through walls, sliding, snap,
Y-sort / z-ordering: character must pass BEHIND buildings when north of them, IN FRONT when
GROUND TILING IS TOO UNIFORM: the stone-paving swatch repeats on an obvious grid (visible
Props/atmosphere layering: mist/leaves/shadows need proper depth ordering with the character.
Current music = PROCEDURAL PLACEHOLDERS (boom-bap generated from game instruments). They're
⚠ Also audit the placeholder GENERATION itself — "weird" may mean bad loop points, wrong
The beat-drops-to-silence-on-extraction behavior needs verifying too.
World: fully painted (village + 7 regions). Cast: 8/11 rigged (Dim Sum + Roda remaining).
NEXT (finish current work): Dim Sum rig, Roda trio rig, then D2-RENDER-WALK (full verification
Movement/collision against painted buildings and props needs tuning (collision shapes vs the
⚠ capture specifics on next play test: what feels off — walking through walls, sliding, snap,
Y-sort / z-ordering: character must pass BEHIND buildings when north of them, IN FRONT when
GROUND TILING IS TOO UNIFORM: the stone-paving swatch repeats on an obvious grid (visible
Props/atmosphere layering: mist/leaves/shadows need proper depth ordering with the character.
Current music = PROCEDURAL PLACEHOLDERS (boom-bap generated from game instruments). They're
⚠ Also audit the placeholder GENERATION itself — "weird" may mean bad loop points, wrong
The beat-drops-to-silence-on-extraction behavior needs verifying too.
World: fully painted (village + 7 regions). Cast: 8/11 rigged (Dim Sum + Roda remaining).
NEXT (finish current work): Dim Sum rig, Roda trio rig, then D2-RENDER-WALK (full verification
/continue tuple — handoff: FIRST-POUR-M1-NATIVE-P5-CONTRACT-AMENDMENT.md
/continue empty — handoff: FIRST-POUR-M1-NATIVE-P5-CONTRACT-AMENDMENT.md
/continue fields — handoff: FIRST-POUR-M1-NATIVE-P5-CONTRACT-RATIFICATION-R2.md
/continue game — handoff: MILKSHAKE-INVENTORY-2026-07-30.md
/continue fp6d_amendment_plan — handoff: MILKSHAKE-INVENTORY-2026-07-30.md
/continue fp6a_amendment_plan — handoff: MILKSHAKE-INVENTORY-2026-07-30.md
/continue fp5b_amendment_plan — handoff: MILKSHAKE-INVENTORY-2026-07-30.md
milkshake / I Drink Your Milkshake (~/Projects/milkshake) — Wolf steering live · Ten Dan story + art calibration; Veo daily video quota spent, session pivoted to game code · NEXT: resume video gen when Veo quota resets — token: [redacted] (title verdict still gates the sealed slices, see 🔴)
Repo baseline — milkshake project directory (no root README found)
In Progress
2/continue M2 — handoff: FIRST-POUR-M1-NATIVE-MEMORY-QUALITY-ADDENDUM.md
/continue game — handoff: game.md
Currently Running
0No cards in this column.
In Development
0No cards in this column.
Testing
0No cards in this column.
Done
3NPCs are STILL POLYGON SILHOUETTES (the black broom figures) — NPC rig-swap not done; they
NPCs are STILL POLYGON SILHOUETTES (the black broom figures) — NPC rig-swap not done; they
NPCs are STILL POLYGON SILHOUETTES (the black broom figures) — NPC rig-swap not done; they
Deployed
0No cards in this column.