orbit/js
Brian Fertig 627c7fd255 Expand system effects to a composable bundle of sub-effects
- Replace the single `kind: ripple|none` effect with optional per-type blocks (ripple, grade, flare, haze, particles, wanderer) so each archetype wears exactly what it lists
- Add redDwarf visual identity: super-subtle star-anchored ripple that surges on a seeded flare, warm color grade with shadow lift + grain, a gritty red haze behind the stars, and drifting ember dust
- Add binary visual identity: two-color directional split grade plus a wandering companion star (no ripple)
- Generalize the ripple shader/filter to up to two orbiting centers and drive both the ripple amplitude and the grade flash from one shared flare signal
- Stamp per-system fx variation (phase/angle/drift) in SystemGenerator so each system's flare rhythm, split axis, and wanderer path are stable but distinct
- Add EmberField, RedHaze, WandererStar content layers wired into GameScene create/update/shutdown
- Update the data contract, 57-check test suite, project notes, and landing/systems JSON; add ice landing/takeoff video assets
2026-09-08 20:03:41 -06:00
..
build
config
dev
entities
galaxy Expand system effects to a composable bundle of sub-effects 2026-09-08 20:03:41 -06:00
mining Add nebula atmosphere and per-system visual effects 2026-09-08 17:41:35 -06:00
quests Add quest tracker HUD with priority system and live checklist 2026-09-08 12:55:10 -06:00
reputation
research
save Add asteroid field depletion and restyle station compass + research edge 2026-09-08 13:18:48 -06:00
scan
scenes Expand system effects to a composable bundle of sub-effects 2026-09-08 20:03:41 -06:00
tether
ui Change galaxy layout to a 2:1 field and harden jump-network construction 2026-09-08 14:51:19 -06:00
utils
vendor
visuals Expand system effects to a composable bundle of sub-effects 2026-09-08 20:03:41 -06:00
main.js