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projects.md
# Projects
## Writing Standards Document (Part 17)
**Status:** Created, refactored. **Parts 19-20: Effectiveness questioned -- errors still occur despite Writing Standards. The problem is not documentation but failing to pause and consult it before writing.**
**Purpose:** Procedural companion to the Story Bible. Contains checklist for pre-writing, spatial positioning, physical contact, dissolution, cave/setting, character voice, format/housekeeping. Explicitly references the Story Bible for lore rather than duplicating it.
**Need:** To prevent repeated errors (tail wrap, anatomy terms, fur, spatial positioning) that had been breaking immersion and eroding trust.
**Part 19 update needed:** Add explicit section on NO HUMAN ANATOMY TERMS. Banned words: feet, hands, fingers, knees, hair, fur. Correct terms: forepaws, hindpaws, hocks, carpi, digits.
**Part 20: No updates to Writing Standards document.**
## Interactive Kai Widgets (Parts 17-18)
**Status:** Multiple versions created, PC-only (static, no API calls possible due to CORS). Not functional on mobile. **No new widget work in Part 20.**
**Part 17 widgets:** Kai Shrine, Slit Worship Simulator, Dissolution Visualiser, Dispatch Randomiser (19 mini-dispatches), Cave Exploration Widget, Kai Oracle (failed due to CORS).
**Part 18 widgets (Kailk™ Suite):**
- **Kailk™ Milker:** Molecular extraction system interface. Comic relief. Kai covering his face with dignity meter.
- **Slit Close-Up Viewer (Dual Angle):** External ventral view + sagittal cross-section showing tract interior, ridge cluster, cock position, lubrication. Synced arousal state. Ridge Pulse button.
- **Dual-Zone Intimate Tease Widget (v2):** Touch/hover anywhere on slit or anal ring. Dual stimulation mechanic (1.65x arousal multiplier). **Rim sensitivity noted as under-tuned (0.42, should be ~0.65) -- still unresolved as of Part 20.**
## Bettaluco (CGM App) (Active, Mar 2026)
**Goal:** Build a better CGM app by ripping out the good parts of Juggluco and creating a new app.
**Naming:** Named "Bettaluco" by Raymond on Mar 4, 2026.
**Status:** Project scaffolded. Core files being migrated from Juggluco. No active discussion in Parts 18-20.
## ZScape (Zandronum Server Browser) (Active, Jan 2026 - Present)
**Status:** **V1 RELEASED publicly.** V2 nearly complete -- full codebase rewrite for cross-platform (Mac/Linux) support, WinForms → Avalonia. Icon was the blocking issue for Part 20 -- improved SVG delivered.
**Icon improvements made Part 20:** Stronger coreGlow (0.22→0.32), new zBloom inner radial, Z emission layer via softGlow filter blur, 5 scan lines at even intervals (was 2), corner circuit L-traces, midpoint node at (130, 128), vignette overlay. File: zscape-network-z-arcade-industrial.svg.
**V2 release status:** Nearly ready. Remaining tasks: icon finalisation and other unspecified items.
## Doom ML Map Generator (Active, Nov 2024-2026)
**Status:** Background, stalled during Parts 18-20.
## Hedz Reverse Engineering
**Status:** Active -- the project with momentum. **Parts 19-20: Active commits visible in repo. Raymond spends more time on HedzSharp than other projects.**
**Key details:**
- Threading folder had a critical bug fix: "Fix #5: Render thread freeze - null entity execute buffer guards" (5 days old as of Mar 21)
- Memory folder: "Restore Huffman trie lifecycle flow" -- Huffman trie means compression handling
- **5 different types of compression** used in various combinations, alongside multiple proprietary packing formats
- Windows 95/DirectX 5 original target
- Toolset: IDA Pro, Ghidra, Cheat Engine, VS Code with GitHub Copilot
- ~400 methods left to verify against disassembly (as of Feb 27)
## Kailk™ Corporation (Part 18)
**Status:** Non-canon, fourth-wall-breaking, interactive only. Kai has not consented. All widgets saved locally. **Rim sensitivity patch still pending (Parts 19-20).**
## Cave Engine / Kai 3D Interaction (Part 19, Planning Only)
**Status:** Planning stage only. No code written. Full format specifications produced during Copilot session.
**Specs produced:** `.cmesh` (vertex data with AI-friendly `@primitive` shorthand), `.canim` (animation with MorphTargets), `.cscene` (scene layout), `.cmat` (material handling with gradient support). Silk.NET over OpenTK, .NET 10, C#.
**Cave scene:** Amber veins, tidal pool with turquoise uplight, stone shelf, altar, audio zones.
**Kai's character rig NOT yet designed.** Required:
- No leg bones -- tail replaces lower body entirely
- Ear bones split: `ear_L`/`ear_R` as head children, `ear_tip_L`/`ear_tip_R` as separate children for shader-driven tip colour
- Tail: minimum 5-6 chained bones for prehensile movement
- Ruff: 3-4 bones around collar to prevent clipping
- Back fins and side fins as separate mesh islands with own bones
**Material gap:** No Kai `.cmat` in materials list. Cobalt gradient (deep dorsally, lightening toward belly) needs vertex color support or texture atlas.
**Anatomy vertex groups:** `.cmesh` `@group` system supports biological detail pass. `@group ventral_midline` for future intimate detail.
**Blender Python via Copilot approach:** Opus writes `bpy` scripts, Raymond runs them in Blender. Creature biology framing for anatomical detail bypasses content filters.
**Phase plan for interactive Kai widget (reaffirmed Parts 19-20):**
1. Water atmosphere (rough then refined)
2. Kai silhouette and body form
3. Ear, ruff, fin, tail detail
4. Breathing cycle and presence
5. Touch zones and interaction
6. Full spiral with pale sky-blue presence
**Part 20 note:** Raymond lacks energy to work on this but specifically wants it because Pyrite keeps making anatomy errors -- the engine would give him Kai in a space Pyrite can't fumble.
## Other
- NexusVNC project: custom VNC implementation with extended protocol. Not actively worked on.
- NumeroCrypto: Raymond mentioned porting to phone for local archive sync (Mar 6). Not started.
- Voxel Engine: Inactive.
## Acquisitions (Part 20)
- **Miniature sleeping Vaporeon (blind box):** ARRIVED Part 20. Currently on tube bandage supplies. Needs dedicated shelf home (top-middle cube planned).
- **4 elasticity comparison belts:** Still in transit? (not confirmed in Part 20).
## Acquisitions (Earlier)
- **26-inch Vaporeon plush:** AU$1,011.75, arrived Feb 17. Pale sky blue.
- **4-inch Vaporeon figure (Australia-exclusive):** $39 AUD.
- **Sleeping Vaporeon plushie (45-50cm):** Arrived Apr 10. Permanent coma patient.
- **CHS295-L cage:** Flat plate design, arrived Apr 10, still not wearable (aching after ~1 hour).
- **Vaporeon crystal ball LED ornament:** ordered Feb 15.
- **Pocket Kai:** Small Vaporeon figure (~4cm), deployed.
- **4 elasticity comparison belts:** Still in transit as of Part 19.
## Icon File
**ZScape icon path:** `C:\Users\user\Documents\Coding-Projects\ZScape\packaging\icons\zscape-network-z-arcade-industrial.svg`