Move colony management (sliders, build queue, catalogue) from the
system-view modal into a dedicated full-screen colony view
(VegaColonyView.js). The system view now inspects worlds read-only
with a "View Colony" button to open the management screen.
Key changes:
- Add VegaColonyView.js with colony screen, build queue flyout,
scrolling catalogue, allocation sliders with padlocks, and
planet-type backdrops
- Add world backdrop artwork support (1920×1080, one per planet type)
declared in mastervega-artwork.json worldBackgrounds
- Add headless queue helpers to VegaLogic.js: collapseQueue,
moveQueueRun, colonyBuildRate, queueEtas, enqueueMany
- Fix star map pointer blocking (drags no longer pan map through modal)
- Move ORBIT constant to VegaScreens.js, add D.colony depth layer
- Update docs (build-plan, sprites) and verification suite
The colony screen stacks over the system view without requiring a
second modal, hiding the system layer and pausing the orrery while
open.
Replace the static destination ring with a flowing dashed line that indicates the fleet's path and direction of travel.
Introduce setSelectedFleet to highlight specific fleet markers and track live routes for fleets already underway.
Fix depth sorting in the system view (orrery) by grouping bodies and sorting by Y position on every frame.
Introduce VegaSidePanel, a right-hand command panel with three modes:
star (system summary), fleet (ship count selectors), and order
(distance, ETA, Accept/Cancel). Replaces the inline fleet-order flow
with a callback-driven architecture where the scene owns selection
state and the panel only reads the engine and reports clicks.
Add fleet detachment logic to VegaLogic:
- splitFleet: carve a new idle fleet from an existing one
- sendDetachment: validate against actual stacks, normalize duplicates,
probe reachability on a copy, and rollback on refusal
- etaTo: compute ETA scoped to the selected detachment (slowest hull
in the selection, not the whole fleet)
VegaStarMap gains blockPointer (prevent pan/zoom over the panel),
onEmptyClick (dismiss panel by clicking void), and a rotating selection
reticle.
Section 4b adds ~32 verification checks covering ETA accuracy, ship
conservation, out-of-range refusals, duplicate normalization, star-base
immobility, and the idle-fleet merge rule.
Updates mastervega-build-plan.md to document the new panel and
verification section.
- Remove Tooltip import and onStarHover callback from MasterOfVegaGame; system view now stays closed for unexplored stars until a scout arrives.
- Make VegaStarMap own its Tooltip via attachTo, replacing the removed onStarHover handler.
- Show unexplored stars at all zoom levels (dimmed) so they remain hoverable targets and display an UNEXPLORED tooltip.
- Split out habitableForEmpire from canColonize so the star map and tooltips use the same tech-aware habitability check (planet type + current planetology tech) instead of the static colonizable flag.
- Change starting exploration: only the home system is explored; all other stars remain unexplored until a scout physically arrives.
- Add video, still, and procedural three-tier portrait system for all 10 species
- Add species-specific speech clips and UI voiceover (SpeechQueue integration)
- Add landing screen with New Game / Resume / Return to Arcade buttons
- Add species detail pop-over with animated expand/collapse and auto-introduction
- Add game-specific soundtrack (masterofvega-music.json, 4 tracks)
- Add video asset type support in assetLoader and PreloadScene
- Add portraitVideos and portraitStills sections to artwork manifest
- Add verification for portraits, speech clips, and music tracks
- Update sprites.md with documentation for new assets and filenames
Introduces Master of Vega, a turn-based 4X strategy game built on MOO1 rules with MOO2 conveniences. The implementation features a fully headless, deterministic engine (VegaLogic) with zero Phaser dependencies, enabling complete Node-based verification (809 checks) and reproducible galaxy generation via mulberry32 RNG.
Key features:
- Preset ship hulls with an auto-refitting Mark system and provably monotonic knapsack loadouts.
- Tactical grid combat with banked damage resolution to eliminate first-strike bias.
- Galactic Council diplomacy, stalemate-breaking, and invasion forecasting.
- Drop-in artwork compatibility with procedural stand-ins for all spritesheets.
- Hireable leaders (admin/captain) and colony building queues.
Architecture splits cleanly into headless modules (GalaxyGen, Logic, AI, Combat, Diplomacy, Ships, Leaders) and a render tier (StarMap, SystemView, CombatView, Screens, Nebula, Art, Fx). A comprehensive build plan documents 19 architectural traps discovered and resolved during development.
Registers the game in the registry, asset manifest, preload scene, and soundtrack service. Includes tools/verifyMasterOfVega.js for automated rule validation, art verification, economy balancing, and AI self-play soaking.