- Add colony info layer showing per-empire colony rosters (name, orbit, pop)
stacked up-left of colonized stars with colored bars and connector lines
- Change "Range as light" to "Explored as light": reveal only actually
explored stars (not fuel-reachable) with smaller 1.1pc radius
- Extract VegaTechEffects.js with human-readable descriptions for all
tech effects, replacing raw key/value dumps in turn report
- Expand building unlock rows to include building descriptions
- Reorganize ship completion rows: hull icon and commander portrait now
display below the full-width synopsis instead of beside it
- Bump zuma level 8 config to level 21 "Sun Cove" with new path and params
feat(zuma): redesign level 7
feat(shift): add 9 new artwork pieces
chore: remove Worms game entirely
- Goo Tower: introduce `asleep` state for pile balls. Asleep balls ignore physics/wandering and cannot be picked up until they gain a clear line of sight to an attached structure. Adds zZzZz visual, editor toggle, auto-play filtering, and logic tests.
- Goo Tower Lvl 9 & Zuma Lvl 7: completely redesigned terrain, ball/pile positions, and pipe placement.
- Shift: register 9 new artwork pieces.
- Worms: remove all source files, assets, verifier, build docs, and game wiring.
Remove the entire Angry Birds implementation including physics solver,
game logic, Phaser scene, level data, verification tool, and registry
wiring. Also delete the build-plan documentation.
Meanwhile, upgrade Goo Tower rendering: spikes now have faceted steel
teeth with dynamic lighting, rust speckling, and twinkling glints;
lava features layered heat gradients, animated flow streaks, and
rising bubbles. Update gootower levels 6-7 and zuma level 6.
- Generate 60 levels across 5 themed tiers (Downtown, Freight Yard, Airport Apron,
Construction, Night City) with guaranteed minimal and unsolved board states
- Rewrite generator (tools/genRushHour.js) with refine() pipeline that strips
redundant vehicles and re-hardens boards, plus hill-climbing phase B
- Add comprehensive verifier (tools/verifyRushHour.js) checking solver correctness,
structural criteria, MINIMAL/UNSOLVED properties, and curriculum shape
- Implement procedural vehicle art (RushHourArt.js) with baked textures, per-theme
decals (hazard, hivis, freight, neon), and themed board surfaces
- Move level bank to assets/gamedata/rushhour/levels.json and fetch on entry
instead of preloading at boot
- Restructure level JSON with tiers, level names, par, and difficulty metrics
(decoyDensity, targetRetreats, firstMoveFanout, carsMoved)
- Update level select to display tiers with themed swatches and color-coded labels
- Show level name and theme in HUD during gameplay
- Tighten hint solver with maxStates budget to prevent main-thread stalls
- Update PreloadScene to remove rushhour.json from boot-time assets