Claude Code transcript

2 prompts · 337 messages · 123 tool calls · 7 commits · 1 pages

#1

@"/root/.claude/uploads/ccf71eb5-b431-519a-bc9e-b57105af9910/6c6977e7-IMG_7213.JPG" @"/root/.claude/uploads/ccf71eb5-b431-519a-bc9e-b57105af9910/c0180cca-IMG_7212.JPG" Build this 3D game, for the browser.

This repo is configured to serve static files so make sure there is an index.html that loads everything else.

Make sure it is mobile-friendly (touch controls, works well on small screens).

You have an OpenAI API key and access to their image generation model APIs, use that for textures to use with your 3D models. Docs here: https://developers.openai.com/api/docs/guides/image-generation - use gpt-image-2

Work independently - do not ask me to make any further design decisions. Make sure the game is fun, a little surprising, has good raccoon heist vibes, and is visually pleasing.

Commit and push as often as possible so I can preview your work - start with an index.html that presents a title screen, then build from there.

Append to a notes.md file as you work, including your changes to that as part of every commit.

46 edit · 38 bash · 25 read · 11 write

Raccoon Heist is built, tested, and pushed — 7 commits on claude/3d-raccoon-heist-game-50n293, all verified with automated Playwright playthroughs on desktop, portrait-phone, and landscape-phone viewports.

The game: You're a masked raccoon sneaking out of your crew's dumpster hideout into a moonlit cul-de-sac. Grab coins, gems, rings, donuts, and fish (they visibly stack on your back and slow you down), then waddle home and bank them before dawn. Each night raises the goal and the heat: night 1 has one flashlight-sweeping guard, night 2 has two, night 3 adds a scent-tracking hound that ignores line-of-sight entirely. A police cruiser sweeps the street with headlights, homeowners randomly peek out of windows, a seagull periodically dive-bombs your unclaimed loot, pizza slices trigger a 6-second speed FRENZY, and a rare golden TV is worth 120 points if you can haul its weight home. Win ranks: TRASH PANDA ⭐ → CAT BURGLAR ⭐⭐ → MASTER OF DISGUISE ⭐⭐⭐, with your best run saved to localStorage.

How it's built: Vendored Three.js (no CDN), procedural low-poly characters, and a procedural WebAudio soundtrack (sneaky walking-bass jazz plus all sound effects — zero audio files). All seven ground/wall textures and the title-screen hero art were generated with gpt-image-2 and committed as static assets, so the deployed game makes no API calls. Mobile gets a dynamic touch joystick (appears wherever you touch) plus a DASH button; desktop uses WASD/arrows and Space.

Testing caught two real bugs worth mentioning: the canvas rendered at 2× size on any real phone (a cssText assignment was wiping Three.js's inline sizing — desktop DPR-1 tests masked it completely), and the win screen's star-rating div inherited the title screen's full-screen .stars CSS and silently swallowed every tap on the "next night" button. Both are fixed and regression-tested, along with pickup, banking, chase/caught, dawn, night progression, and lose/retry flows.

notes.md has the full build log. The game is live on the branch — just serve the repo root and open index.html.

b0c9e08
Title screen: night sky, moon, skyline, START button
d221ef0
Playable core: 3D night heist with guards, loot, events, touch controls
582cca5
Fix high-DPR mobile canvas scaling; close-range guard detection; test hooks
d0d5f63
Title hero art, golden TV mega-loot, heist ranks, favicon
ad805b3
Dramatic dawn, lighting reset on retry, fix win-screen button click blocker
e599884
Night 3+ scent-tracking guard hound with barks and source-aware bust messages
a6ef046
Best-run persistence on title screen; final notes
#2

Run this command: uvx claude-code-transcripts --help - then save the transcript HTML into the tmp directory with the JSON as well

3 bash