- Raise a new GameOverOverlay (scrim, semi-transparent "GAME OVER" headline, Return to Main Menu / Continue) when the player's hull breaks in combat - Add _playerWentDown beat that freezes the world and owns the screen, gating input and the update loop while active - Route the death decision through a skill seam (_playerDeathRespawns / _syncDeathFlowRespawn) so a future respawnOnDeath skill can override; default ends the run - Wire Continue to resume the newest save (SaveManager.latest -> prepareLoad) then scene.restart, mirroring the menu's Continue - Update combat.json playerShip comment to reflect the real death flow replacing the placeholder respawn in the main game - Add toxic-takeoff-01.mp4 asset |
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| .. | ||
| build | ||
| combat | ||
| comms | ||
| config | ||
| dev | ||
| economy | ||
| entities | ||
| galaxy | ||
| mining | ||
| player | ||
| quests | ||
| reputation | ||
| research | ||
| save | ||
| scan | ||
| scenes | ||
| ship | ||
| skills | ||
| tether | ||
| ui | ||
| utils | ||
| vendor | ||
| vignettes | ||
| visuals | ||
| main.js | ||