Matthew Mone
56aa6d79df
Add Combat Skill Usage and Targeting System Specifications
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Introduce detailed specifications for combat skill usage, including interaction flow, state machine updates, and the skill targeting system. Implement the SkillTargetingSystem to handle targeting validation and area of effect calculations. Enhance the CombatHUD specification to define the UI overlay for combat phases. Integrate these systems into the GameLoop for improved combat mechanics and user experience.
2025-12-23 21:01:54 -08:00
Matthew Mone
525a92a2eb
Refactor GameLoop and MovementSystem to improve unit positioning and enemy spawning logic. Adjust unit height calculations for better alignment with floor surfaces. Enhance movement highlights with multiple glow layers for improved visibility. Update reachable position checks to utilize accurate walkable heights.
2025-12-23 20:28:12 -08:00
Matthew Mone
ea4e327585
Add combat state and movement systems to manage turn-based mechanics. Implement CombatState and MovementSystem classes, integrating them into GameLoop for combat flow. Enhance UI with CombatHUD for displaying turn queue and active unit status. Add comprehensive tests for combat logic and movement validation, ensuring adherence to specifications.
2025-12-23 16:22:32 -08:00
Matthew Mone
17590cdab0
Add combat state management to GameLoop and GameStateManager. Implement updateCombatState method to manage turn queue and active unit status during combat. Integrate combat state updates in GameViewport for UI responsiveness. Enhance type definitions for combat-related structures.
2025-12-22 14:34:43 -08:00
Matthew Mone
1b8775657f
Refactor Persistence tests to improve mock handling of indexedDB. Introduce createMockRequest function for better request management and ensure proper triggering of success and upgrade events during database initialization. Update PostProcessing tests to clarify grid setup for floodFill functionality.
2025-12-22 14:25:32 -08:00
Matthew Mone
095bd778fd
Add CombatHUD component with TypeScript interfaces for combat state management. Implement UI elements for turn queue, unit status, and action bar, including responsive design for mobile. Add event handling for skill selection and turn management. Include comprehensive tests for UI functionality and state updates.
2025-12-22 12:57:13 -08:00
Matthew Mone
ebaa3006f9
Add type definitions for generation, grid, and manager components. Implement tests for BaseGenerator, CaveGenerator, RuinGenerator, and mission management. Enhance narrative handling in NarrativeManager and RosterManager. Ensure comprehensive coverage of game mechanics and state transitions.
2025-12-22 12:57:04 -08:00
Matthew Mone
8d037bcd4d
Enhance game state management by adding detailed type definitions and documentation for GameStateManager, GameLoop, Persistence, and other core components. Improve input handling in InputManager and refine unit management in RosterManager and UnitManager. Update VoxelGrid and VoxelManager for better spatial data handling and rendering. Integrate new features for mission management and narrative flow, ensuring comprehensive coverage of game mechanics and state transitions.
2025-12-22 12:55:41 -08:00
Matthew Mone
33a64c460c
Refactor game state management to ensure proper initialization and transitions during new game starts. Introduce roster clearing functionality in RosterManager and update GameStateManager to handle state transitions more effectively. Integrate game viewport loading for combat and deployment phases.
2025-12-21 21:33:05 -08:00
Matthew Mone
da55cafc8f
Enhance game state management and UI integration for combat and deployment phases. Introduce CombatHUD and update DeploymentHUD to reflect current game state. Refactor GameLoop and GameStateManager to manage state transitions more effectively. Implement asset copying for JSON files in the build process. Add tests for new functionalities and ensure proper state handling during gameplay.
2025-12-21 21:20:33 -08:00
Matthew Mone
5797d9ac68
Update README.md to provide a comprehensive overview of Aether Shards, detailing gameplay mechanics, key features, technical architecture, project structure, and development status. Enhance installation and testing instructions for better onboarding.
2025-12-21 20:45:26 -08:00
Matthew Mone
ec25c71eb1
Refactor mission management and game state integration. Replace tutorial mission initiation with a new game start function. Update mission JSON schema to enhance narrative and objective handling. Introduce MissionManager for mission state management and integrate with GameStateManager for improved game flow. Enhance UI components for squad management and deployment. Include tests for new mission and narrative functionalities.
2025-12-21 20:40:48 -08:00
Matthew Mone
aab681132e
Add mission management and narrative systems. Introduce MissionManager for handling mission states, objectives, and narrative triggers. Implement mission JSON schema and integrate with GameLoop for mission initiation and gameplay flow. Add RosterManager for unit management and deployment. Enhance UI with DeploymentHUD and DialogueOverlay for mission deployment and narrative presentation. Include tests for MissionManager and NarrativeManager functionalities.
2025-12-20 21:04:44 -08:00
Matthew Mone
0faef9d178
Implement InputManager for comprehensive input handling, including keyboard, mouse, and gamepad support. Integrate InputManager into GameLoop for cursor management and validation during gameplay. Enhance GameLoop with input event handling for movement and selection. Add unit tests for InputManager to ensure functionality and reliability.
2025-12-19 20:58:16 -08:00
Matthew Mone
2d72fb9170
Enhance GameLoop with deployment phase management and spawn zone logic. Introduce unit deployment functionality and finalize deployment to spawn enemies. Update RuinGenerator to define valid spawn zones for player and enemy units. Add integration tests for GameLoop to verify initialization, deployment, and enemy spawning behaviors.
2025-12-19 16:02:42 -08:00
Matthew Mone
781aee81a7
Add UnitManager and Enemy classes for unit lifecycle management and AI behavior. Update GameLoop to integrate UnitManager for unit spawning with mock registry. Enhance spawnSquad logic for unit placement and collision checks. Add unit tests for UnitManager and Enemy functionalities.
2025-12-19 15:35:29 -08:00
Matthew Mone
8338adbaa4
Add OrbitControls to GameLoop for improved camera navigation
2025-12-19 15:08:54 -08:00
Matthew Mone
5be96d2846
Implement game state management and persistence system. Introduce GameStateManager for handling game states, including transitions between main menu, team builder, and game run. Add Persistence class for saving and loading game data using IndexedDB. Enhance team builder UI with class definitions and improved layout. Include unit tests for GameStateManager functionality.
2025-12-19 15:07:36 -08:00
Matthew Mone
391abd6ea6
Refactor build process to use index.js as entry point, enabling module splitting and outputting to dist directory. Introduce new game logic in index.js, including team builder and game viewport components. Add JSON class definitions for new character classes and implement item and skill tree systems. Enhance unit tests for item and explorer functionalities.
2025-12-19 08:38:22 -08:00
Matthew Mone
921a93d989
remove needless attribution
2025-12-18 21:20:17 -08:00
Matthew Mone
2a103a3a2a
Enhance procedural generation with new biome generators and texture support. Added CrystalSpiresGenerator, updated CaveGenerator and RuinGenerator with texture integration, and improved VoxelManager for better rendering. Increased timeout for texture generation tests to ensure stability in CI environments.
2025-12-18 21:19:22 -08:00
Matthew Mone
4f7550a8e9
updated generation
2025-12-17 11:26:42 -08:00
Matthew Mone
1c3411e7de
VoxelGrid and VoxelManager
2025-12-16 15:52:58 -08:00
Matthew Mone
29d2006e61
first renderables
2025-12-16 15:14:39 -08:00
Matthew Mone
a6dd021494
adding some readme
2025-12-16 14:49:53 -08:00
Matthew Mone
3ba35390a5
first commit
2025-12-16 14:48:46 -08:00