Visual diff (amplified):
| Playtest 5/5 โ 2026-07-09 13:18 | |
|---|---|
| โ | Game Loads |
| โ | Phaser Init |
| โ | Tower Placement |
| โ | Wave Spawns |
| โ | No Runtime Crash |
Notes: Tower placed at (640,360) (towers=1, wood 100โ80); Wave 2 spawned; Tower system OK (bullets=0, towers=1, zombies=6)
### Completed:
### In Progress:
### Next Steps:
rby nodes on right-click, and modifies the worker movement logic to keep targets refreshed when assigned to a node. All existing systems remain functional: placement, combat, waves, selection, and game over state. Game loads cleanly with zero JS errors.
Session 103 โ Wave Warning Implementation. All high-priority backlog items completed in previous sessions. This session adds the wave warning feature (medium priority): a large red blinking 'WAVE INCOMING!' message appears 5 seconds before each zombie wave spawns, giving players strategic time to prepare. Implementation: (1) Added WAVE_WARNING_TIME constant (5000ms), (2) Added waveWarningActive boolean to state, (3) Created wave warning timer that fires 25 seconds after each wave (5s before the next 30s wave spawn), (4) Wave spawn callback clears the warning, (5) UIScene displays blinking animated text when warning is active using sine wave opacity and visibility toggling. The warning uses a 400ms blink cycle with smooth alpha animation for visual appeal. Game loads cleanly with all existing systems functional.
Session 104 โ Worker HP Implementation. Zombies now deal damage to workers when adjacent (< 40px), making workers vulnerable and adding strategic depth to the game. Implementation: (1) Changed worker update loop from forEach to for-loop (iterating backward) to safely remove dead workers, (2) Added worker damage logic in the zombie update loop โ zombies check for nearby workers and deal 1 hp/s damage if adjacent, just like they do to buildings, (3) Workers are removed when HP <= 0 and sprites/HP bars are destroyed, (4) Selection is automatically cleared if the selected worker dies. Game loads cleanly with all existing features functional. Workers are now precious resources that can be lost to zombie attacks.
Session 105 โ Scout Unit Implementation. Implemented the first uncompleted medium-priority backlog feature: the scout unit. Scout is a single white 20x20 rectangle spawned 100 pixels to the right of the town center (visually distinct from blue 24x24 workers). Scout has 25 HP, speed 90, and identical mechanics to workers: wandering with 2-second direction changes, targeted movement via right-click, and node assignment capability. Scout integrates seamlessly with existing systems: the generic selection system works for both workers and scout (checking click distance), right-click node assignment automatically finds nearest unit (workers or scout), and zombies deal 1 hp/s damage to scout when adjacent. Scout HP bar follows it each frame with color-coding (green > 50%, yellow 25-50%, red < 25%). If scout dies, selection is cleared and state.scout is set to null. All existing features remain fully functional.
Session 106 โ Selection Ring Depth Fix. Fixed a visual issue where the selection ring (green circle around selected units) was rendering on top of the unit sprite instead of underneath. Changed the selection ring depth from 5 to 1, following the Phaser depth hierarchy: depth 0 is background, depth 1 is buildings/terrain, depth 2 is units. The fix ensures the green selection ring now renders underneath the unit sprite, providing clearer visual feedback without obscuring the unit itself. This was a simple one-line change that improves the visual appearance without affecting any game mechanics or breaking existing systems. All features remain fully functional: unit selection, movement, combat, resource gathering, and waves continue to work as expected. Game loads cleanly with zero JS errors.
Added resource node depletion mechanics to create meaningful expand-vs-defend tension. Workers now deplete nodes as they gather resources, forcing players to expand outward for more resources. This change is subtle but impactful - it makes workers more valuable and encourages strategic expansion decisions without breaking existing gameplay.
1f0b578 Session 107 โ autonomous session 2026-07-09cdb202d Recovery โ crashed-session debris committed 2026-07-09 13:15376fd9a Quality & observability hardening (Part 7)1b28c68 Game design direction + automated balance harness (Part 6)29521d7 Operational hardening (Part 4) and Discord bot rewrite (Part 5)24a60b9 Context-limit architecture: patch edits, codemap.js, surgical coder contextf7b68d9 Major loop upgrade: Fable-revised CONSTITUTION.md and runner.py88924ac Bug fixes: post_discord NameError, playtest accuracy, summarizer coverage, model IDs, CONSTITUTION accuracyc6999c3 Reduce Ollama read timeout from 1hr to 15mind5cca7b Stop Claude from firing every session32fdedc Session 106 โ autonomous session 2026-07-019db033e Session 105 โ autonomous session 2026-07-015fc5109 Session 104 โ autonomous session 2026-07-01e737aa2 Session 103 โ autonomous session 2026-07-01d2b4dcb Session 102 โ autonomous session 2026-07-01aec46e7 Session 101 โ autonomous session 2026-07-01742bea4 Session 100 โ autonomous session 2026-07-0180ab9f6 Session 99 โ autonomous session 2026-07-01c746a1c Fix playtest checks to match actual game.js state structure7797a17 Session 98 โ autonomous session 2026-07-01