The factory now has an engineering office with five named developers and
the first-mission vending machine, an accounting office, and the manager's
room. Mr. Mohammadi drives in with his KMC T8 pickup and walks to his desk.
The production hall has five work areas staffed by 40 instanced workers, and
a truck loads packed machines at the dock and drives out of the gate.
The family car is a BMW-style sports sedan (no badges) parked beside the
start point, with a top speed of 200 km/h. Driving is now sliced into
sub-steps so the car can't tunnel through walls. Microsoft footprints that
reach into the compound are dropped, and the gate sign reads correctly
from inside the yard.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Real-world mode is first person: the view stands at the GPS position at
eye height and only real walking moves it; the phone's orientation
aims it, with the camera picture (AR) or over the 3D city when the
camera is off. Without an orientation sensor it follows the compass or
walking direction and can be dragged. The family, car and run buttons
are hidden in this mode
- Orientation sensors are now separate from the camera stream in ar.js
- On phones, dialogue, the buy prompt, banners, points and GPS status
sit in the middle of the screen; the prompt can be tapped; the toolbar
is one scrollable row and no longer covers the budget and clock
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Real-world mode opens the phone's rear camera as the game background;
the 3D camera stands at the GPS position and follows the phone's
orientation, so machines, beacons, range circles, the route and the
robot appear in their real direction. City, traffic and family are
hidden in this view; a toggle switches back to the 3D map, and drag
turns the view where there is no orientation sensor
- Stable mode (default on): drops GPS jumps impossible on foot, holds the
position until it drifts past half the GPS error, calms the compass
- Arrival range is 2.5x the GPS error (20–50 m), shown as a ground circle
- Tests for the stabilizer, AR orientation and field of view
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The game now begins inside the Negin Sazan Pishgam Radmehr Atousa
vending-machine factory on the Mashhad–Chenaran road, and the world
extends ~20 km along the real driving route to Park Mellat and
Ferdowsi University.
- Factory compound: production hall with assembly line, office, yard,
gate and company signs; first mission at its half-price demo machine
- Map data merged from four OSM extracts (factory zone, route corridor,
region main roads, city zone), clipped to a 15 x 18 km region
- City meshes chunked and culled by distance; traffic recycled around
the player; minimap and city map drawn from cached tiles + overview
- The Robot Market robot no longer walks with the family: it comes out
of a machine when they arrive, greets them with expression portraits
and goes back inside when they leave
- PWA: manifest, icons from the robot avatar, offline service worker
generated at build time, install button / iOS steps, update prompt;
Vazirmatn font bundled instead of Google Fonts
- Real-world mode: safety notice, GPS + compass tracking with accuracy
smoothing, 20-40 m arrival radius, speed lock and in-person bonus
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Replace the linear forest walk with an open area of real western Mashhad
built from OpenStreetMap data, starting at Park Mellat. A father and child,
guided by the Robot Market robot, find vending machines at a park, school,
universities, a metro station and a mall, on foot or by car.
- Iran province briefing map; only Mashhad is unlocked
- Third-person camera, building collision, arcade car and ambient traffic
- Minimap and full city map with addresses, opening hours and A* routing
- Purchase scoring, missions with cash rewards, ranks and an end screen
- Map data build script (OSM + Natural Earth) and new logic tests
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>