-
Notifications
You must be signed in to change notification settings - Fork 0
Development Story
Tank Commander VR was written by Claude Code on the Agile Lens fleet, largely overnight, in a series of sessions — verified on desktop via a self-playing screenshot harness before ever touching a headset, then exported straight to Quest for real on-device checks.
Procedural world, T-72-style physically-operated cockpit, enemy tanks and planes. Verified by a scripted screenshot loop before ever touching a headset.
Main menu with laser pointers, 5 battlefields, cockpit v2 from a real APC reference photo, jeeps/infantry/mortars, difficulty modes, layered soundtrack, Dad-voice tank computer, plane mode, LAN co-op & versus.
Weather with random rainstorms and lightning, DAD FM talk radio, silly modes (low-g / underwater / balloon / paintball), the cardboard gymnasium, Rec Room-style multiplayer avatars, and a natural-disaster easter egg (squeeze everything + A).
Four more battlefields (beach resort with calypso, island, volcano bridge
network over live lava, and the baby room). Three more vehicles (biplane,
helicopter, and The Runner with arm-swing sprinting). Night Ops with a real
stealth loop. 201 lines of dialogue. A tuning.cfg so playtest feedback
turns into numbers, not rewrites.
Shipped to Meta App Lab for one-click headset install. Several rounds of real on-device debugging around controller model rendering and hand-tracking hand-position accuracy — including a diagnostic-HUD-first approach (ship instrumentation, read the real numbers, then fix) rather than guessing repeatedly from code review alone.
The night of 2026-07-03 specifically, several parallel sessions landed: on-foot locomotion mode built on godot-xr-tools (grapple, climb, sprint, seat exit/re-entry), a full procedural Rec-Room-style multiplayer avatar system, a headless gameplay-QA harness (21/21 checks), a live 2-instance co-op netcode test, an enemy-AI patrol bias fix (tanks were patrolling with zero bias toward the player, reading as "no AI" to anyone who didn't drive out looking for a fight), a mesh-winding audit that caught and fixed inverted normals on several vehicles plus the sea/lava geometry, and a synthetic VR-interaction test harness that — while testing something else entirely — surfaced the grab/poke discovery bug documented in Known Issues.
Multiple concurrent Claude Code sessions worked in isolated git worktrees
that same night, coordinating through explicit hand-off notes and
pathspec-only commits rather than git add -A, specifically so
simultaneous work on xr_rig.gd, game.gd, and the mesh/audio systems
didn't collide.
For screenshots from earlier passes, see docs/screenshots/ in the repo —
files are prefixed by the run that took them (gym_, balloon_, paint_,
disaster_, beach_, volcano_, babyroom_).