- Add dedicated place, remove, win, and puzzle-start intro audio assets
- Register the new cues in the asset manifest and SFX key map
- Replace generic UI sounds with Tents-specific cues for placement, removal, and win
- Play the intro jingle on startGame, ducking the soundtrack until it completes
- Update smoke tests to assert the new jingles and cues fire
- **Visual Feedback**: Introduce VegaBombardScreen.js — a two-stage popup for
bombard/invasion results featuring JIT-loaded videos (per planet type or
invading species) and animated stat bars showing population, factory, and
building losses.
- **Expanded Consequences**: Factory and building destruction now scale with
the population kill ratio. On colony wipeout, weapon Mark gates planetary
ruin/ruination (toxic/radiated/dead/asteroids) via a weighted probability table.
- **AI & Tactics**: Ursaal now queue troop transports alongside warships for
invasion fleets. Added `bombardHoldFireChance` trait (0–1) to let species
defer bombing when invasion troops are staged, preserving intact colonies
without creating fortress-world stalemates.
- **Battle Logic Fixes**: Correct `prepareBattleAt` and `pendingBattlesFor` to
properly handle stars with multiple colonies, ignore transport-only fleets,
and suppress pending battles when planetary defenses are depleted.
- **UI/Reporting**: Wire player-initiated and AI-initiated attacks into the
new popup queue. Add `bombard` and `invasionFailed` to notable turn report
events with detailed outcome descriptions.
- **Testing & Tooling**: Add comprehensive verification tests for planet
destruction distribution, building damage rates, hold-fire chances, and
battle edge cases. Expose `window.game` for devtools debugging.
- Replace flat planetDefenseBase (20) with proportional planetDefenseScale
(0.06), so colony defense damage scales purely with current defenseHp.
A near-depleted colony now barely scratches attackers, while a fully
tech'd one still tops out ~110 damage — fixing "attacked with the
strength of a much-better-defended planet" (Brian, 2026-08-14).
- Add AI war memory: track consecutive losses per enemy and escalate
attackMultiplier up to 3x so repeated losing attacks stop dribbling
small fleets. A win resets the streak. Prevents permanent phoney wars
where both sides build to equal strength and nothing moves.
- Show "Under Attack" notice (one-button, no formation picker) when AI
attacks the player, since formation choice is meaningless for defense.
- Add planetary beam fire SFX for combat view.
- Add event `seq` cursor for war memory to survive event list trimming.
- Full test coverage for planet damage formula and AI escalation behavior.
Introduce a full-screen, click-advanced ceremony (VegaCouncilSession.js)
that replays runCouncil()'s result delegate-by-delegate instead of hiding
the tally behind the turn-report. Three fixed stages — Roster, Voting,
and Verdict — with a persistent 2:3 portrait anchor video, green-screen
ticker, live scoreboard with animated bars, and sting-then-loop audio.
Key changes:
- VegaLogic.js: expose per-voter `voters` breakdown and `pendingSession`
flag so the UI can replay the session before the victory check.
- MasterOfVegaGame.js: consume `pendingSession` in `runToHumanTurn()`
before `state.over`, ensuring a decisive council still gets its ceremony.
- VegaTurnReport.js: remove `council` from NOTABLE_TYPES (ceremony handles
it); keep `councilRefused` as a distinct war-declaration row.
- assetManifest.js / Sounds.js: register video + sting/loop audio cues.
- VegaScreens.js: add `D.council` depth value.
- verifyMasterOfVega.js: assert voter breakdown consistency and pending
session lifecycle.
Introduce GNN, a galaxy-wide news broadcast feature that reports major
events to the player via a full-screen takeover UI with anchor desk
video, story pages, MOO1-style animated rankings, and a diplomatic
relations reference.
Key changes:
- VegaGnn.js: headless event classification, anchor copywriting, and
ranking logic (Phaser-free, testable in Node)
- VegaGnnScreen.js: full-screen UI with looping anchor video,
green-screen ticker terminal, story renderers (diplomacy/tech/
territory/espionage), animated bar-chart rankings, and relations page
- HUD: new GNN button with unread bullet cue; auto-opens after turns
when stories are pending, on-demand via button
- VegaLogic.js: new `lastColony` event (reduced to single world),
`attacker` field on elimination events, `gnn` state with history
buffer, export empireFleetPower for multi-empire rankings
- VegaColoniesScreen.js: export and generalize createAdvisorTerminal
for reuse by GNN's ticker
- mastervega-rules.json: flag ~16 headline-worthy techs with
gnnHeadline (research-sourced only, not espionage-stolen)
- Assets: eager-load GNN anchor video, sting/loop audio, and populate
all 10 species colony advisor videos in mastervega-artwork.json
- verifyMasterOfVega.js: comprehensive 7b test section covering
classification, consumption, describeGnnStory, anchorLine, attacker
threading, ranking metrics, relationsRows, serialization, and AI soak
Introduce `VegaCombatV2.js`, a parallel headless combat engine that simulates
individual ships (not stack aggregates) in continuous time rather than discrete
rounds. Ships have per-hull `sizeScale`, `sizeSpeedMult`, and `turnRateBase`
fields; every entity tracks its own cooldown, position, facing, and angular
momentum. Damage and movement are banked per-tick to preserve fairness.
Accompanying files:
- `VegaCombatViewV2.js` — zoomable/pannable Phaser view with parallax starfield
- `VegaCombatCamera.js` — cursor-anchored zoom + drag-to-pan (listener cleanup
on destroy to avoid stacking across battles)
- `VegaFormations.js` — formation strategy plumbing (chosen per side, not yet
read by movement/targeting)
- Hull-specific destroy audio cues and vega buildings art
Wired behind `?movsim`'s Live/V2 toggle in `VegaCombatSim.js` — the live engine
and all real player battles are untouched.
Also fixes several latent bugs discovered during the rewrite:
- Trap 26: simultaneous wipe-out now checks draw before single-side wins
- Trap 27: movement is banked (two-phase) like damage
- Trap 28: weighted-random targeting tames chaotic nearest-neighbour sensitivity
- Trap 29: fleet gap clamped to 85% world width to prevent starvation
- Trap 30: `RANGE_EPS` tolerance prevents steering-induced standoffs
See `docs/mastervega-build-plan.md` for full design notes.
Move vega audio files into assets/fx/vega/ subdirectory and register them via
assetManifest.js. Add weapon and missile sound cues banded by ship Mark, with
staggered playback in VegaCombatView to prevent audio clipping during barrages.
Wire up two previously inert tech effects in combat:
- Stealth Field (cloaked): applies a flat accuracy malus via cloakEvasion rule.
- Black Hole Generator (singularity): adds passive shield pierce via
singularityShieldPierce rule on every weapon fired by the design.
Update tech descriptions, ship detail display, and designFor() to reflect
these effects. Fix a bug where singularity was never copied into the design
object.
Add vega-endturn cue to End Turn / Next Round buttons (no-op when busy),
remove hardcoded audio loads from PreloadScene, and add verification tests
that isolate each flag with A/B battle comparisons.
Introduce an advisor recommendation system that suggests colony focus
(improvement, research, fleet, growth, trade, defense) and allocation
slider presets (growth, production, military, research, default) for
each colony. Recommendations are computed by pure heuristics that
consider population levels, factory utilization, empire-wide fleet
strength, war status, and building availability.
UI changes:
- Colony Focus and Allocation Focus flyouts display "YOUR ADVISORS
RECOMMEND" banners with explanatory text and pulsing arrow indicators
pointing at the recommended row.
- Selecting a recommendation arms quiet-period tracking (15 turns) so
advisors don't nag immediately after the player makes a choice.
- `checkAdvisorRecommendations` fires once-a-turn `advisorRecommendation`
events when current settings diverge from live recommendations. Events
use dedup markers (`focusNotifiedValue`, `allocNotifiedKey`) that clear
on match, ensuring a persisting mismatch doesn't repeat every turn but
a later divergence is reported fresh.
- Turn report screen gains an "Advisor Recommendation" event type with a
"View Colony" shortcut button.
Performance change:
- Stop eager-loading `diplomacy.bySpecies` music tracks in
`assetManifest.js`. A playthrough may contact only a handful of the
nine species, so pre-fetching all nine at room entry wastes bandwidth.
`VegaMusic`'s own `new Audio()` at `setDiplomacy()` time is the actual
fetch — this manifest was only ever a race to get there first.
Logic changes:
- Extract shared building-ID lists and a `firstEligibleBuildingId` helper
to eliminate duplication between auto-queue pickers and the recommendation
heuristics.
- Add `advisor` tracking object to every colony (with migration in
`deserialize`).
Replace the turn-report "New Turn" popup row with a cinematic vignette that
plays the moment the player plants a colony: the soundtrack ducks, the world's
1920×1080 backdrop fills the screen, a 960×544 clip of this world being settled
plays in a framed window, and the founding numbers are read out underneath.
Key changes:
- Add `colonyVideos` block (15 clips, one per colonisable planet type) to
artwork JSON; clips are fetched just-in-time via ensureColonyVideo() when a
colony ship reaches a settleable world, keeping the set (~19 MB) out of the
eager manifest
- Add `vega-colony-cue` audio to the eager manifest for the founding soundtrack
- Remove `colonised` from NOTABLE_TYPES and TYPE_LABEL so the event is no longer
announced twice (once in the vignette, once in the turn report)
- Add `sourceWidth()` guard in VegaArt.js to fix a Phaser Video placeholder
width bug exposed by the non-square 960×544 colony clips (2.5× scale issue)
- Apply `sourceWidth()` to portrait and commander video scaling paths as well
- Add depth entry `intro: 78` to VegaScreens.js for the vignette overlay
- Add section 6b to the verifier: checks manifest exclusion, key conventions,
sourceWidth() behavior, turn-report classification, and colony stats
See build-plan trap #23 for the full sourceWidth() explanation.
Introduce looping commander videos (256×256) alongside ship thumbnails in
the side panel and colony catalogue. Each species×hull combination loads
its officer clip from shipVideos, falling back to portrait video → still →
procedural sheet. A scene-lifetime pool (VegaShipMedia.js) prevents decoder
thrash on every panel rebuild.
Add VegaShipDetail — a full-resolution pop-over (D.detail depth 76) showing
the commander at 256px, hull at 192px, derived stat block, and knapsack
loadout. Opens from both the side panel and colony screen without stacking
through openModal.
Add a "New Turn" popup (VegaTurnReportScreen) that interrupts the player
for notable events (discovery, first contact, diplomacy, eliminations).
Events are classified and sorted by consequence in VegaTurnReport.js.
Logic now emits 'discovered' events when fleets enter unexplored systems.
Update asset manifest to load nested shipVideos, extend verification to
validate shipVideoKey conventions, bump ships sheet to 192px frames, and
document the new art contract.
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.
- 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.
Introduce barbarians as a non-diplomatic civ appended to state.civs,
providing escalating pressure that scales with difficulty and target
civ era. Key mechanics:
- Uprisings spawn on explored tiles, capped by a growing population
limit to keep raids an event rather than a fourth empire
- Era-based pressure curve: raids decay as a civ advances, stopping
entirely at hard-stop techs (industrialization/conscription/railroad)
- Killing hordes summons a Barbarian Leader with an escort; cornering
the lone leader triggers a gold ransom scaled by era and difficulty
- Captured cities are either razed (small) or held inert (large)
- Leader expires after a set lifetime if not ransomed
Diplomacy and AI carefully exclude barbarians to prevent three traps:
shared-enemy attitude pollution, permanent war phase pinning, and
government ladder lockout. Pre-feature saves remain compatible.
New assets: optional civilization-barbarians.png sheet (8 frames).
Updated sprites.md and unit tooltips. Comprehensive verification tests
added in verifyCivilization.js.
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.
Add optional background image to the worms game mode select screen.
The image is loaded via asset manifest and displayed behind UI elements.
Reposition buttons to accommodate the new background layout.
Add Worms (inspired by Worms Armageddon) as a new arcade game with:
- **Procedural terrain** — seeded Island and Cavern generation, full destruction via `carveCircle`, girder placement, ROCK immunity
- **Bespoke physics** — worm locomotion (walk, jump, backflip, ballistic flight, fall damage), projectile simulation with wind/bounce/homing, ninja rope with corner wrapping, explosion geometry with linear falloff
- **16 weapons** — Bazooka, Grenade, Cluster, Shotgun, Uzi, Fire Punch, Dynamite, Mine, Air Strike, Homing Missile, Holy Hand Grenade, Blowtorch, Girder, Teleport, Ninja Rope, Skip Go (+ Surrender)
- **Match rules engine** — 45s turns, retreat phase, sudden death with rising water, crates, mines, oil drums, chain reactions, deterministic hash-based state
- **8 themes** — Forest, Desert, Farm, Hell, Arctic, Jungle, Construction, Space with full procedural palettes and drop-in art hooks (`data/worms-artwork.json`)
- **Phaser scene** — mode select, quick match setup, camera, HUD, weapon panel, slingshot aim, 2-player hotseat
- **Headless verifier** (`tools/verifyWorms.js`) — 207 checks across terrain, physics, weapons, and match logic; deterministic through the sim
- **Wiring** — registry (iconFrame 92), main.js scene registration, slug dispatch, asset manifest resolver, preload
Also updates `level-008.json` with new solid/spike geometry, additional balls and strands, and repositioned pipe.
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.
- Add gear.png and pipe.png sprite assets for GooTower
- Replace procedural drawGears() with rotated sprite instances for better performance
- Replace procedural drawPipe() with sprite art and separate procedural glow overlay
- Add patchy grass strips along top-facing terrain edges with variable depth and two-tone coloring
- Add mottled dirt texture pass clipped to polygon bounds
- Introduce helper functions (hash01, topFacingEdges, pointInPoly) for texture rendering
- Update asset manifest to include new gootower images
AngryBirdsLogic.js layers the game onto the Wave 0 solver: wood/stone/ice
plus TNT with distinct density, friction and fragility; damage as a health
model with crack stages rather than instant shattering; all 8 birds with
one ability per shot; scoring, stars, win/lose, and a stepSim -> events[]
contract the scene replays as FX.
The load-bearing discovery is that damage must read approach velocity, not
the solver's accumulated normal impulse. The accumulated value carries the
static load of everything stacked above: measured 3.4e5 at the base of a
10-block stone tower, above the threshold that should shatter wood. Wiring
damage to it makes tall towers quietly crush themselves at rest, and it
reads as a level-design bug rather than a physics one. prestep now also
publishes contact.impactImpulse — the momentum needed to stop the approach,
zero at rest by construction. Resting fell to 2.4e4 against real hits of
1.9e5 to 2.7e6, and the whole material table was calibrated by measurement.
AngryBirdsGame.js maps the 2400x1080 logical level through fixed sx()/sy()
helpers at scale 0.78 rather than zooming the camera, which keeps HUD text
in plain screen coordinates. Slingshot drag, ghost trails of previous
shots, level select, star tracking and progress persistence are in. A
follow-camera is deliberately deferred to Wave 5 — it is pure presentation
and cannot be validated headlessly.
Six starter levels ship as the Poached Eggs opening. All stand unaided,
none damage themselves on load, and a greedy aim sweep clears every one.
Registered as slug angrybirds, iconFrame 92, under Video Games.
tools/verifyAngryBirds.js -> 114 checks green. Peggle (909) and Excitebike
(620) still pass; Goo Tower's 2 failures are pre-existing and unrelated.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M1wNRvLLtyfCDAET7oYouf
- 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
- Reduce pushSpeed across all 20 levels to ~60% of original values in
tools/genZuma.js, making the chain advance more slowly and giving the
player more reaction time. starScores() thresholds auto-adjust downward
since they are derived from pushSpeed.
- Add per-level background art (zuma-background-1 / -2) alternated per
level via a new `background` field in each level definition; draw it in
ZumaGame.drawBackground() over the solid fallback rectangle.
- Register the two new background textures and sfx-zuma-lose in the asset
manifest.
- Add playLoseFanfare() mirroring playStartFanfare() to duck/pause music
and play the lose SFX when the chain goes over the edge (onLost).
- Add a black stroke to the "ZUMA!" win banner for readability.
- Bump music volume to 0.5 in zuma-music.json.
Add a chain of explosions that runs from the last match location to the
pit on level completion, distributing the time bonus across each blast.
The sequence ducks the soundtrack during the finale and plays the win
jingle as the chain reaches the edge, then resumes music before
revealing the victory banner.
- Register new `sfx-zuma-win` audio asset in the manifest
- Track last clear position (lastClearX/lastClearY) from match/explosion events
- Add `nearestS` to ZumaLogic for sampling the path at a world coordinate
- Implement `playVictoryFireworks()` orchestrating the timed explosion chain
with configurable step/gap tuning constants
- Add `victoryExplosion()` for a brighter additive flash + particle burst
- Remove premature `SFX.VICTORY_SHORT` play in favor of the win jingle timed
to the finale
Introduce underground tunnel sections to Zuma levels, letting the
chain roll out of sight and back in. Tunnels are arc-length intervals
on the path; while a ball is submerged it is inert — ignored by shots,
the laser sight, and explosions — and the path itself is drawn as a
faint buried trace beneath any live section that crosses it.
Engine (ZumaLogic.js): TUNNEL constants, normalizeTunnels, isHidden,
visibilityAt, pathSpans, sampleRange, nearestS; createLevel,
syncPositions, applyPower, stepFlights, and rayHit all honour
submersion. validateLevel lints mouth placement, spacing, and the
40% max-hidden fraction.
Game (ZumaGame.js): depth layer reorg so a live path always wins an
overlap with a tunnel stone; addPortal draws the two-layer maw (stone
below the chain, mouth above it); drawPit replaces the old skull with
a broken-stone collar and vapour swirl; startPitFall rolls the lost
chain over the lip in order, shrinking marbles into the dark; the
level-start fanfare ducks the soundtrack via MusicPlayer pause/resume.
Editor (ZumaEditor.js): new Tunnels tool with click-to-place,
drag-to-slide, right-click-to-remove, ESC-to-cancel; three graphics
layers (buried path, live path, handles) matching the game's
stacking; queueGameAssets so editor Test Play has the lazy art ready.
Art: ZumaPortal.js (carved serpent-head maw, symmetric so one
texture serves both ends) and ZumaPit.js (shaft of darkening discs
read as depth, not a painted circle).
Audio: four Zuma SFX (shoot, hit, start, explode) and a three-track
soundtrack wired through data/zuma-music.json and the asset manifest;
genZuma.js gains a tunnels column (fractions of path length) and
verifyZuma.js gains a tunnel test suite.
- Replace drawn ball textures with 32-frame rolling cycle + fixed specular
highlight, so marbles visibly rotate as they travel along the path
- Switch from Phaser Containers to a Layer for proper depth-sorted rendering
- Replace hand-drawn frog with assets/images/zuma/frog.png sprite sheet
(2 frames: base disc + slotted overlay for the mouth)
- Add ZumaEditor (/?zuma-editor=1): drag/insert/delete path points, move
frog, tune parameters, test-play, export bank or single level
- Increase BALL_RADIUS 24→32, BALL_SPACING 48→64, and rebalance all tuning
constants (catchup/pullback speeds, explosion radius, frog clearance)
- Extract geometry lint (validateLevel, validateLevelParams) into ZumaLogic
so genZuma.js, verifyZuma.js, and the editor share identical rules
- Rewrite genZuma.js with a Pen class (straights + circular arcs at uniform
STEP=70px) to avoid Catmull-Rom overshoot; regenerate all 20 levels
- Update verifyZuma.js aimbot soak: 8 seeds/level, ≥80% bank clear rate,
star curve calibrated above mechanical play
- Update level data: new coordinates, adjusted quotas/speeds/colors/scores
- Add new background images (background-01.png, background-02.png)
- Add background image to Zuma title screen with solid color fallback
- Add new depth layer for background rendering (D.bg)
- Style progress text with semi-transparent background rectangle
- Reposition game buttons grid lower on screen for better visual balance
- Register zuma-menu-bg asset in manifest for lazy loading
- Add Advance Wars and Zuma image assets (background, frog sprite)
- Add custom background image for Jewel Quest menu screens
- Remove redundant title/subtitle text from Jewel Quest class and level select screens
- Reorganize Jewel Quest UI layout with improved positioning and semi-transparent text backgrounds
- Update Jewel Quest level select grid and status text positioning for better visual hierarchy
- Add background backdrop to Shift game "Choose Your Image" title for improved readability
- Add background image support for Shift game menu screens
- Remove redundant title/subtitle text in Shift difficulty select
- Add nuclear explosion SFX for Total Annihilation commander deaths
- Extend _throttledSfx to support optional volume parameter
- Add gootower-bg to asset manifest
- Replace drawSky() with drawBackground() method that renders the background texture
- Display background when entering play mode
- Register 'chinese' music override for mahjong and mahjongmatch in soundtrack config
- Preload chinese-music.json in PreloadScene
- Lazy-load Chinese music assets via asset manifest for both games
- Update game scenes to use getGameSoundtrack() with volume support
- Update mahjong match background images (01, 02)
- Add background images for Bejeweled Blitz and Peggle menu screens
- Update asset manifest with new bg-bejeweled and bg-peggle-menu textures
- Bejeweled: use new background with fallback to existing bj-bg
- Peggle: replace title/subtitle text with custom background image
- Adjust Peggle progress text position to top-right corner
- Add TA-specific sound effects (machinegun, 50cal, rocket variants, unit/vehicle loss)
- Add background artwork and update core-units sprite sheet with correct path and dimensions
- Introduce pintle gun weapon with burst fire mechanics
- Switch weapon sounds to TA-themed audio; support sound arrays for random variant picking
- Add impactSound field to projectile weapons, propagated through sim events
- Reduce unit build times and increase structure HP for better pacing
- Enable idle breathing/rotation animations on resource generators
- Replace solid-color backdrop with painted background image on main menu
- Fix camera state cleanup so menus render correctly after gameplay
Add a complete Total Annihilation clone including:
- TotalAnnihilationGame.js: Main scene with fixed-step loop, input handling,
camera controls, selection, orders, and match lifecycle
- TAHud.js: Resource strip with flow rates, selection info, build/production
grid, minimap with fog of war, and toast notifications
- TAScreens.js: Main menu, skirmish setup, campaign list, pause menu, and
victory/defeat results
- totalannihilation-campaign.json: 6 hand-authored campaign missions with
escalating difficulty (skill 1→5)
- tools/genTACampaign.js: Campaign generator that bakes terrain from the
seeded map generator
- tools/verifyTotalAnnihilation.js: 13-section end-to-end test suite covering
rules integrity, artwork, economy, pathfinding, combat, fog of war,
map generation, serialization, AI skill ladder, and campaign winnability
- tools/lib/taStubScene.js: Minimal Phaser stub for headless testing
Engine improvements:
- TALogic.js: Swept projectile collision (no tunneling), quadratic AoE
falloff, manual weapon support (D-Gun), unrecoverable elimination, onTick
callback for AI stepping
- TAAI.js: Skill-based economy ladders, simultaneous factory+economy growth,
sticky focus-fire, home defense gating by skill, tune/profile overrides
- TANav.js: fitField dilation for unit clearance, stale fit mask invalidation
- TAWorldView.js: _addWorld for layer ordering, frame-accurate zoom anchor
math, container depth sorting every frame
- TARules.js: autoRangeOf excludes manual weapons, manual flag compilation
Art & data:
- Mayan civilization artwork added to civilization-artwork.json
- Several opponents switched to mayan citySheet
- totalannihilation-rules.json: balanced unit stats, new commanderlaser weapon,
restructured AI skill tuning, formatted JSON
- sprites.md: complete art spec for drop-in PNG sheets
- Registered in gamesRegistry, assetManifest, PreloadScene, GameRoomScene,
and soundtrack service
Introduce active diplomacy where rival leaders approach the player with
requests, demands, trades, and gifts rather than passively waiting.
New CivilizationDiplomacy.js module handles:
- 9 request kinds (joinWar, breakTreaty, borderUltimatum, demandGold,
demandTech, techTrade, ceasefire, peace, alliance) with initiative
tiers so urgent calls to arms aren't drowned out by filler offers
- Cooldowns per (leader, target, kind) plus a per-leader gap so a
leader can't spam different requests to bypass rate limits
- Frustration grudge (0-100) raised by refusals, decaying each turn
and dragging attitude toward hostility through the ordinary war path
- Escalation: frustrated leaders demand compensation, then renounce
treaties at breaking point, with ordinary hostility finishing the job
- Border ultimatum promises checked when pledges expire (double penalty
for broken word)
- Unprompted gold/tech gifts from leaders with high attitude
- Staleness validation so requests the world invalidated are dropped
- AI-to-AI requests resolve immediately through the same pipeline
UI changes:
- AI requests queued on state.pendingRequests, presented via audience
popup at the start of the human turn (one per turn, configurable)
- Diplomacy screen shows ACCEPT/REFUSE with consequence hints until
answered; unanswered requests lapse with half-weight penalties
- New event types: treatyRenounced, pledgeBroken/pledgeKept, aiGift
- Leader dialogue for demands, refusals, gifts, and renouncements
- Tetris Attack menu gets a title art backdrop
Data/infra:
- diplomacyRequests tuning in civilization-rules.json (thresholds,
cooldowns, attitude weights, per-request config)
- Frustration, requestCooldown, lastRequestTurn, pledges fields on
civ state — all backward-compatible with old saves
- Full verification suite covering eligibility, resolution, cooldowns,
frustration arc, serialization, and fuzz testing
- Implement per-character voice clip system (match, supermatch, win, lose) that
loads lazily per round and falls back gracefully when clips are missing
- Queue voices to play after arcade cues, with intelligent interruption handling
so only one line plays at a time
- Rename ensureRoundBackgrounds to ensureRoundAssets to handle both images and audio
- Reduce background music volume from 0.8 to 0.4
- Update character sprite sheet and document voice clip structure in sprites.md
Restructure Tetris Attack Stage Clear from "clear all target panels" to a
multi-stage round system with a sliding boundary line.
Gameplay changes:
- Each character now has 5 stages instead of a single match
- A CLEAR line appears after a set number of rows rise, then rides the
stack upward; the objective is to clear everything above it
- Clearing a stage advances to the next: same board, faster speed, fresh line
- Stage progress is saved to localStorage; characters unlock sequentially
- Added a stage select screen with progress squares per character
Logic changes:
- Replaced `targetsTotal` with `clearLine` tracking and `countAboveLine`
- Added `advanceStage()` to resume play on the same stack one speed level higher
- Win condition now checks `countAboveLine() === 0` instead of target count
- Removed `target` flag from panels; panels below the line are irrelevant
- Continuous speed ramp via fractional `speed` per stage
UI changes:
- Clear line drawn as a pulsing bar with "◀ CLEAR" label outside the board
- "CLEAR LINE!" announcement on appearance, "STAGE N CLEAR!" banner on win
- HUD shows stage number instead of panel count
- Game over offers "Retry Stage", "Stage Select", or "Menu"
Asset changes:
- Backgrounds renamed to `background-{hero}-r{stage}.png` (5 per character)
- Lazy-load backgrounds per round instead of preloading all 30 images
- Updated tetrisattack.json with `stagesPerRound`, `stageSpeedStep`, and
per-character `clearLineRows`
Tests:
- Rewrote stage clear soak tests for the new mechanic
- Added stage round progression, speed ramp, and board preservation tests
Advance Wars:
- Add HP override system (seed/set/clearHpOverride) so units show correct
HP during enemy-turn replay until their battle animation plays
- Redesign river/road channel rendering with layered depth: rivers get
deep channel, light core, and ripple crests; roads get concrete shoulders,
asphalt, and dashed centre lines phase-locked to tile seams
Tetris Attack:
- Add character sprite sheet and per-host background images (beth, jerry,
michael, steve, victor, klaxon)
- Declare hero background assets in manifest; scene falls back gracefully
when art is missing
- Update characterSheet path in tetrisattack-artwork.json
Implement the full Tetris Attack clone with three game modes:
- Endless: clear panels as the stack rises, speed increases with levels
- Stage Clear: defeat 6 character opponents (Beth, Jerry, Michael, Steve, Victor, Klaxon) in sequence
- Puzzle: solve 24 pre-vetted puzzles within move limits
Core engine (src/games/tetrisattack/TetrisAttackLogic.js) is a pure, deterministic
state machine with match detection, chain propagation, gravity, and scoring tables
matching the SNES original. Includes a headless verifier (verifyTetrisAttack.js)
testing match detection, chains, gravity invariants, top-out, puzzle solvability,
and seeded determinism.
Art is fully optional via drop-in spritesheets (spec: sprites.md); procedural
fallbacks draw 16-bit-style panel icons with distinct shapes for colorblind access.
Puzzle bank generated by genTetrisAttackPuzzles.js and verified as solvable within
optimal move counts.
Shared nintendo soundtrack reused via soundtrack overrides.
- Assign battle sounds to each unit type (gunfire, tank, cannon, missile, etc.)
and play the appropriate sound on attack/counterattack in battle animations
- Add per-unit-type movement sounds (march for infantry/mech, engine-fast,
engine-heavy) that loop during move animations and stop cleanly on completion
- Play jump sound during capture animation hops and activation sound on capture
- Play explosion sound when units are defeated in combat or crash
- Lighten unit tint relative to buildings so units remain visually distinct
when standing on captured buildings
- Add new audio assets: battle sounds, march, 8bit-jump, and update battle-tank
Introduce a new battle background spritesheet (advancewars-battlebg) that
displays context-appropriate backdrops behind each fighter during battle
cut-ins. The backdrop is selected based on the terrain/building type the
fighter is standing on (city, base, airport, port, plain, wood, mountain,
sea, reef, shoal, river, bridge, road, hq).
- Add battleBgSheet to artwork.json and asset manifest
- Implement playBattleAnim() backdrop system with terrain lookup
- Provide procedural fallback matching the real sheet's frame map for
art-free playability
- Mirror defender backdrops to match mirrored defender sprites
- Document the 14-frame sheet spec in sprites.md (256×256 cells, 5 cols)
Implement a full Advance Wars clone with campaign (20 missions) and
War Room skirmish mode. Includes:
- Headless game engine (AdvanceWarsLogic) with complete AW1 rules:
terrain movement, combat, capture, production, transports, fuel,
fog of war, CO powers, and multiple objective types
- AI opponent (skill 1-5, aggression/capture tuning) with BFS
pathfinding, threat evaluation, production counter-tables, and
fog trap awareness
- Canvas-rendered map view with procedural stand-ins that can be
replaced by drop-in painted spritesheets (no code changes)
- 11 playable COs with unique day-to-day modifiers and powers
(Hyper Repair, Lightning Strike, Tsunami, Meteor Strike, etc.)
- Campaign briefings with typewriter text and opponent portraits
- Comprehensive headless verification suite (rules, combat formula,
pathfinding, economy, capture, fog, CO powers, soak tests)
- New assets: terrain/building sheets, adventure music tracks,
game icon frame 86
- Refactor SpireClimb and SWDBG to use the shared soundtrack service
Introduce game-specific music overrides using the soundtrack service.
Adds arcadedark and hacker music packs, and wires them to Balatro,
Colorado Defense, Tempest, Mastermind, Hexsweeper, Dot Link, and 2048.
Games now lazy-load their soundtrack assets on entry instead of sharing
a single generic music cache.
- Introduce soundtrack override system allowing games to define custom music
- Add Nintendo-themed soundtrack for Super Kart (2 tracks with metadata)
- Make main menu track configurable via data/music.json instead of hardcoded
- Add MusicPlayer volume parameter for per-soundtrack volume control
- Lazy-load per-game audio assets via assetManifest on game entry
- Add SPACE/X keyboard shortcuts to advance Super Kart menus
- Play kart-spinner SFX when player picks up an item in Super Kart
- Increase speech queue volume to 1.0
- Add Super Kart icons artwork and additional music assets
- Add superkart-background.png image asset
- Replace solid-color rectangle background with artwork in menu views
- Add semi-transparent shade overlay for better contrast
- Remove hardcoded title and tagline text (now baked into the image)
Complete kart racing game featuring 12 procedurally generated tracks
across 3 cups, 9 unique racers with distinct stats, headless physics
simulation, and a secret track editor (?superkart-editor=1).
Core features:
- Mode 7 ground renderer with parallax horizon backdrops
- 12 hand-tuned tracks (speedway, beach, swamp, scrapyard, volcano, nightcity)
- 9-racer roster with balanced archetypes (all-rounder, drift pirate, etc.)
- Headless race simulation for deterministic AI and headless verification
- Item system (bolt, seeker, oil, turbo, overdrive, emp, coins)
- Position-weighted item roulette and rubber-banding
- AI opponents with skill-based driving and stuck-recovery
- Full track editor with live preview, validation, and export
- 275 verification checks covering schema, physics, AI soak, and determinism
Data files: data/superkart-racers.json, superkart-rules.json, superkart-artwork.json
Game data: assets/gamedata/superkart/ (cups.json + 12 track files)
Tools: genSuperKartTracks.js, verifySuperKart.js
Add audio feedback for combat events by introducing unit-specific sound
effects that play during attack animations. Each unit in civilization-rules.json
now has a battleSound property mapping to appropriate audio assets. Adds 10
new MP3 files (arrows, cannon, catapult, gunfire-classic/modern, helicopter,
missile, submarine, sword, tank) and integrates playback in CivilizationMapView's
combat lunge animation.