# Zombies in DG’s — first browser slice

## Locked direction
New first-person survival game at DG’s, 2117 W Northwest Hwy, Dallas. Approved exterior and interior concepts live in assets/. Player is a Black adult survivor, seen through bare brown hands and an illustrated Black HUD portrait. No real patron likenesses. The club is a fictional zombie setting. References establish visible architecture, not a surveyed interior floor plan.

## Bounded slice
Desktop browser, WebGL2, keyboard/mouse. One continuous parking lot and club; clear six exterior infected, enter and clear eight interior infected, restore the rear breaker, defeat a final rush and escape. Six-shell shotgun, individual shell reload, health, first aid/ammo station, flashlight, pause, failure and replay. No multiplayer, backend accounts, saves, monetization or mobile controls in this slice.

## Pipeline and coverage
Three.js 0.186.1 (MIT) selected over native Unity/Unreal after the user required browser delivery. Local vendored modules remove runtime CDN dependencies. Cannon-es 0.20.0 (MIT) supplies articulated death physics. Mesh geometry, sign artwork, procedural textures, hands/weapon and portrait are authored here. The rigged WorldWar zombie and walk clip are Mixamo assets repackaged in a source project; provenance is in CREDITS.md. Generated concepts guide the level and are only used as clearly labeled menu/review art.

Art: photo-led facade, canopy, sign, globe lamp and planter silhouette; promo-video-led stage, black ceiling and ducts, booths, tables, bar color/material roles. Geometry is editable/reproducible in world.js; arbitrary room connections remain interpretations. Public LiDAR portals were researched; no local tile downloaded or LiDAR geometry used.
Characters: survivor needs firearm handling, not dialogue or facial animation. Infected are nameless fictional adults; walk, close attack, additive head/torso/leg impacts, leg limp and directional articulated death. One source skin with variations is the asset bottleneck. No new paid character/texture/voice generation.
Gameplay: per-pellet skinned-mesh raycast, world occlusion, distance falloff, body-zone damage, directional knockback and timed stagger; physics-driven corpses. Constants in combat.js are hunch/provisional, not timings measured from the X video.
Audio: original synthesized firearm, pump, shell, impact, hurt, distant groan and low ambience. No downloaded music/voices. Mix balancing requires owner playtesting.
UI: minimal HUD, explicit loading/error state, instructions, pause/resume, failure/win/retry, mouse sensitivity fixed at provisional value, keyboard arrow-look and drag fallback. Remapping, controller, reduced motion, touch and subtitles for future dialogue are open.
Architecture: modules world, zombies, weapon/sound, combat, main. No external service at runtime. Node server is loopback-only. Evidence harness is explicitly opt-in at ?qa=1&view=outside. F8 reruns development checks. It uses real scene raycasting, bone reactions and death physics, separately from ordinary human input.
Release: local prototype only, public deployment not performed. Shipping commercial rights/provenance review and performance on other GPUs remain future gates. Do not label the concept images runtime evidence.

## References checked 2026-10-24
- https://threejs.org/docs/ — GLTF animation/skinning, renderer and postprocessing; installed package license read.
- https://github.com/pmndrs/cannon-es — package LICENSE distributed locally.
- https://helpx.adobe.com/creative-cloud/faq/mixamo-faq.html — royalty-free characters/animations in video games.
- https://www.youtube.com/watch?v=2LU-kNIBBK4 — 00:05 stage/ceiling, 00:11 bar, 00:18 tufted booth. Screenshots guide the authored scene; real people are not reused.
- https://www.lemon8-app.com/@dallasfortworthtv/7589408034227012127?region=us — DG’s facade and freestanding sign.
- https://x.com/Luaacro/status/2113649100193439951 — desired shot feedback, viewed directly. Exact animation timing not measured.
- https://www.usgs.gov/tools/lidarexplorer and https://www.tnris.org/stratmap/elevation-lidar.html — exterior scan candidates; coverage unverified.

## Character/world bible
SURVIVOR: Black adult, nameless in this slice, ordinary dark clothing, brown skin and bare forearms; motivation is escape. Calm weapon handling, no invented dialogue/voice. First-person perspective. No full-body avatar is claimed.
INFECTED: adult humanoids with decayed skin, torn everyday clothing. Slow asymmetrical approach with readable range-limited melee. Head hit snaps head/back; torso twists away; leg hit buckles and slows. Death follows shot direction and settles onto the actual ground/obstacles. Appearance must remain grounded; no glowing eyes or cartoon proportions.
World continuity: dusk outside, amber/cyan/red practical lighting inside. All rooms use the same meter scale. Indoor floor raised .36 m, ramped entrance steps. Main stage pole remains architecture; no sexual gameplay. Objective cabinet and ammunition station are fictional functional additions.

## Acceptance
Load cleanly without CDN, move with actual keyboard input, look and shoot, visibly brown player hands, facade blocks movement and bullets, open entrance permits traversal, head/leg reactions distinct, corpse pelvis settles below standing height, per-shell reload respects reserve/capacity, pause suspends gameplay, restart resets progress, mission can be won. Capture real runtime from outside and inside. Inspect normal-speed motion separately from static checks. Do not claim visual parity or reference-grade feel until the captures and owner playtest support it.
