Love Bugs is a cooperative robotics game in which Wall-y and Eeva make high-level decisions, move through a shared physical or simulated world, collect resources, trade at a market, and work toward one crew goal.
The project is designed so the same game rules run in two modes:
simulation: the backend generates movement and arrival updates for a complete demo without cameras or robots.hardware: localization and navigation teammates provide real telemetry and arrival reports while the backend keeps ownership of tasks, inventory, gold, market transactions, and victory.
- BACKEND_WORK_HANDOFF.md: current backend-branch work, camera-laptop troubleshooting evidence, and the next implementation sequence.
- CAMERA_ORCHESTRATION_PLAN.md: audited implementation order for connecting physical camera navigation to backend-owned agent gameplay.
- PROJECT_STATUS.md: consolidated implementation history, current scope, subsystem contracts, verification state, risks, and next goals.
- PROJECT_HANDOFF.md: historical pre-integration main-branch evidence, runbooks, and branch comparison.
- CAMERA_SETUP_GUIDE.md: camera, calibration, traffic, hardware setup, and troubleshooting runbook.
- GAME_DESIGN.md: staged farming tycoon, fishing risk/reward, cooperative unlocks, money transfers, map progression, and open balance decisions.
- GAME_PLAN.md: product direction, core loop, current gaps, milestones, acceptance criteria, and teammate workstreams.
- INTEGRATION.md: practical handoff checklist for each subsystem.
- api.md: stable HTTP, WebSocket, and world-state contract.
- backend/README.md: backend setup and subsystem details.
- frontend/README.md: dashboard setup and frontend structure.
The current baseline already completes a backend-owned autonomous simulation round: robots collect, travel, sell their own inventory, jointly fund permanent farming stages, transfer gold when needed, and complete the shared gold goal. The dashboard now includes a purchase-only seed market, an authoritative Crop Queue backed by three shared farm plots, transaction notifications, live robot conversation, and session controls.
The authoritative three-crop lifecycle now runs end to end without browser input:
planners compare unlocked Wheat, Carrot, and Pumpkin returns, buy only enough seed
for open capacity, claim distinct plots, plant, wait or fish during growth, harvest
the selected plot once, and sell the crop. Fishing now fixes a seeded 5–15 second
duration and one of three reward tiers exactly once per task; planners compare its
expected return with farming and can request exact seed shortfalls. The Crop Queue
displays every crop with live progress from backend timestamps. See GAME_PLAN.md
for the remaining hardware, balancing, economy UI, and presentation work.