Add 3 new schools with real scientific principles (Lever & Moment, Photosynthesis, Angular Measurement). Data-driven unlock conditions check codex elements, creature discoveries, and completed runs. Each school provides passive gameplay bonuses (projectile damage, movement speed, creature aggro range, reaction efficiency) applied through system multiplier parameters. CradleScene shows all 4 schools with locked ones grayed out and showing unlock hints. 24 new tests (511 total). Co-authored-by: Cursor <cursoragent@cursor.com>
15 KiB
15 KiB
Synthesis — Development Progress
Last updated: 2026-02-12
Current phase: Phase 10 ✅ → Schools Complete
Completed
Phase 0: Project Setup ✅
- Game Design Document (
synthesis-gdd.md) - Engine analysis and tech stack selection (
engine-analysis.md) - npm project + dependencies (Phaser 3, bitECS, TypeScript, Vite, Vitest)
- TypeScript strict config
- Vite config (HMR, chunk splitting)
- Phaser config (1280x720, pixel-art, arcade physics, top-down)
- BootScene with title screen
- Cursor rules (6 rules: project context, agent workflow, ECS, chemistry, Phaser, data)
- Implementation plan (
IMPLEMENTATION-PLAN.md) - Progress tracking (this file)
Phase 1: Chemistry Engine ✅
- 1.1 Types and interfaces (
src/chemistry/types.ts) - 1.2 Element data — 20 real elements (
src/data/elements.json) - 1.3 Element registry with lookup by symbol/number (
src/chemistry/elements.ts) - 1.4 Reaction engine — O(1) lookup, condition checking, failure reasons (
src/chemistry/engine.ts) - 1.5 Reaction data — 34 real reactions (
src/data/reactions.json) - 1.6 Compound data — 25 compounds with game effects (
src/data/compounds.json) - 1.7 Unit tests — 35 passing (
tests/chemistry.test.ts)
Phase 2: ECS Foundation ✅
- 2.1 World setup — bitECS world + time tracking (
src/ecs/world.ts) - 2.2 Core components — Position, Velocity, SpriteRef, Health, ChemicalComposition (
src/ecs/components.ts) - 2.3 Movement system — velocity-based + bounce (
src/ecs/systems/movement.ts) - 2.4 Phaser ↔ bitECS sync bridge — polling-based, creates/destroys/syncs sprites (
src/ecs/bridge.ts) - 2.5 Entity factory — createGameEntity/removeGameEntity (
src/ecs/factory.ts) - 2.6 Health/damage system — damage, healing, death detection (
src/ecs/systems/health.ts) - 2.7 Visual test — 20 colored circles bouncing at 60fps, GameScene (
src/scenes/GameScene.ts) - Unit tests — 39 passing (
tests/ecs.test.ts)
Phase 3: World Generation ✅
- 3.1 Tilemap system — canvas tileset with per-pixel variation + Phaser tilemap (
src/world/tilemap.ts) - 3.2 Biome data — Catalytic Wastes: 8 tile types (
src/data/biomes.json) - 3.3 Noise generation — simplex-noise, seeded PRNG (mulberry32), deterministic (
src/world/noise.ts) - 3.4 World generator — elevation noise → base terrain, detail noise → overlays (
src/world/generator.ts) - 3.5 Resource placement — geysers on acid-shallow zones, mineral veins on ground (
src/world/generator.ts) - 3.6 Camera — WASD movement, mouse wheel zoom (0.5x–3x), bounds clamping (
src/world/camera.ts) - 3.7 Minimap — canvas-based 160x160 overview, viewport indicator, border (
src/world/minimap.ts) - Unit tests — 21 passing (
tests/world.test.ts)
Phase 4: Player Systems ✅
- 4.1 Player entity + WASD controller (
src/player/input.ts,src/player/collision.ts,src/player/spawn.ts,src/player/factory.ts) - 4.2 Inventory — weight-based, element stacking, AMU mass from registries (
src/player/inventory.ts) - 4.3 Element collection from world objects — resource entities, proximity interaction, E key (
src/player/interaction.ts,src/world/resources.ts) - 4.4 Crafting — chemistry engine integration, inventory consume/produce, condition checking (
src/player/crafting.ts) - 4.5 Projectile system — throw elements toward mouse, lifetime + tile collision (
src/player/projectile.ts) - 4.6 Quick slots — 4 hotkeys, auto-assign on pickup, active slot for throw (
src/player/quickslots.ts) - 4.7 HUD — UIScene overlay: health bar, quick slots, inventory info, controls hint (
src/scenes/UIScene.ts) - Unit tests — 39 player + 28 inventory + 12 interaction + 11 crafting + 13 projectile + 15 quickslots + 8 UI = 126 tests (222 total)
Phase 5: Creatures & Ecology ✅
- 5.1 Creature data — 3 species: Crystallids, Acidophiles, Reagents (
src/data/creatures.json) - 5.2 AI behavior — FSM: idle → wander → feed → flee → attack (
src/creatures/ai.ts) - 5.3 Metabolism — energy drain, feeding from resources, starvation damage (
src/creatures/metabolism.ts) - 5.4 Population dynamics — counting, reproduction, initial spawning (
src/creatures/population.ts) - 5.5 Life cycle — egg → youth → mature → aging → natural death (
src/creatures/lifecycle.ts) - 5.6 Interaction — projectile collision (armor), observation, creature→player melee (
src/creatures/interaction.ts) - 5.7 Ecosystem test — populations fluctuate, don't die out (
tests/ecosystem.test.ts) - 5.8 GameScene integration — all creature systems in update loop, debug overlay
- ECS components: Creature, AI, Metabolism, LifeCycle (
src/ecs/components.ts) - Species registry with string/numeric ID lookup (
src/creatures/types.ts) - Creature factory (
src/creatures/factory.ts) - Unit tests — 51 creature + 16 interaction + 5 ecosystem = 72 tests (293 total)
Phase 6: Run Cycle ✅
- 6.1 Spore Cradle — CradleScene: school selection UI, floating spore particles, meta display (
src/scenes/CradleScene.ts) - 6.2 Death trigger — player death → camera fade → DeathScene transition (
src/scenes/GameScene.ts) - 6.3 Death animation — body decomposes into real elements (65% O, 18% C, 10% H...), element labels, Mycelium threads absorbing particles (
src/scenes/DeathScene.ts) - 6.4 Moment Between — WebGL Mandelbrot/Julia hybrid shader with morphing + zoom, canvas fallback for non-WebGL (
src/scenes/FractalScene.ts) - 6.5 Meta-progression — Codex (permanent knowledge), spores (currency), run history, IndexedDB persistence (
src/run/meta.ts,src/run/persistence.ts) - 6.6 Run phases — state machine: Awakening → Exploration → Escalation → Crisis → Resolution, auto-advance on timers (
src/run/state.ts) - 6.7 Escalation — creature speed/aggro/damage multipliers, reaction instability, environmental damage at high entropy (
src/run/escalation.ts) - 6.8 Crisis: Chemical Plague — chain reaction poisons atmosphere, progressive player damage, toxic green tint overlay, CaO neutralization mechanics (
src/run/crisis.ts) - 6.9 School: Alchemist — starting kit (H×5, O×5, C×3, Na×3, S×2, Fe×2), chemical equilibrium principle (
src/data/schools.json) - Scene flow: BootScene → CradleScene → GameScene → DeathScene → FractalScene → CradleScene (full loop verified)
- Texture cleanup for multi-run support (tilemap + minimap textures removed before recreation)
- Unit tests — 42 run-cycle + 14 escalation = 56 tests (349 total)
Phase 7: Mycelium ✅
- 7.1 Mycelium Graph — persistent knowledge network (nodes, edges, deposit/strengthen/query) (
src/mycelium/graph.ts) - 7.2 Fungal Nodes — ECS entities on world map, glowing bioluminescent spots, pulsing animation (
src/mycelium/nodes.ts) - 7.3 Knowledge Recording — deposit run discoveries into Mycelium (auto on death + manual at nodes) (
src/mycelium/knowledge.ts) - 7.4 Knowledge Extraction — memory flashes from past runs, weighted by node strength, Russian text templates (
src/mycelium/knowledge.ts) - 7.5 Mycosis — visual distortion (tint overlay) on prolonged fungal node contact, reveals hidden info at threshold (
src/mycelium/mycosis.ts) - 7.6 Spore Shop — Cradle integration: spend spores for starting bonuses (extra health, elements, knowledge boost) (
src/mycelium/shop.ts) - ECS component: FungalNode (nodeIndex, glowPhase, interactRange) (
src/ecs/components.ts) - Data: mycelium config, spore bonuses, memory templates (
src/data/mycelium.json) - MetaState extended with MyceliumGraphData, IndexedDB persistence updated
- GameScene integration: node spawning, glow rendering, E-key interaction, mycosis overlay, memory flash display
- CradleScene integration: spore shop UI, Mycelium stats display, purchased effects passed to GameScene
- Unit tests — 36 passing (
tests/mycelium.test.ts) (385 total)
Phase 8: First Archont — Ouroboros ✅
- 8.1 Ouroboros entity — Boss data JSON, BossData type, Boss ECS component, entity factory (
src/boss/factory.ts,src/data/bosses.json) - 8.2 Pattern mechanics — 4-phase cyclical AI: Coil → Spray → Lash → Digest, escalating difficulty (10% faster per cycle, caps at 5), regeneration + armor systems (
src/boss/ai.ts) - 8.3 Arena — circular generated room (21×21 tiles), acid pools, crystal walls, 4 mineral deposits, boss center / player south spawn (
src/boss/arena.ts) - 8.4 Multiple solutions — 3 real-chemistry victory paths: NaOH acid-base neutralization (3× dmg during Spray), direct damage during Digest vulnerability, Hg catalyst poisoning (permanently reduces regen+armor) (
src/boss/victory.ts) - 8.5 Reward — Archont's Memory lore entry in Codex, spore reward (100 base, +50% chemical, +100% catalytic), CodexEntry type extended with 'boss' (
src/boss/reward.ts) - BossArenaScene — full boss fight scene with phase-based attacks (Coil: chase, Spray: rotating acid projectiles, Lash: area sweep, Digest: immobile+vulnerable), boss health bar + phase indicator, victory/death handling (
src/scenes/BossArenaScene.ts) - GameScene integration — Resolution phase completion triggers arena transition, inventory/quickslots/health carried over
- Scene flow extended: GameScene → BossArenaScene → DeathScene (on death or victory)
- Unit tests — 70 passing (
tests/boss.test.ts) (455 total)
Phase 9: Biome Expansion ✅
- 9.1 New elements — 20 additional real elements (Li, B, F, Ne, Ar, Ti, Cr, Mn, Co, Ni, As, Br, Ag, I, Ba, W, Pt, Pb, Bi, U) → 40 total
- 9.2 New compounds — 39 new compounds (acids, salts, oxides, organics) → 64 total
- 9.3 New reactions — 85 new reactions (synthesis, combustion, acid-base, redox, decomposition, replacement) → 119 total
- 9.4 Kinetic Mountains biome — physics/mechanics themed: chasms, gear floors, magnetic fields, steam vents, ore deposits
- 9.5 Verdant Forests biome — biology/ecology themed: bogs, toxic blooms, ancient trees, mycelium carpet, herb patches
- 9.6 Biome selection — CradleScene biome picker UI, biomeId passed to GameScene, generic world generator
- 9.7 New creatures — 6 species: Pendulums/Mechanoids/Resonators (mountains), Symbiotes/Mimics/Spore-bearers (forests)
- 9.8 World generator genericized — tile lookup by property (interactive/resource) instead of hardcoded names
- Chemistry types extended —
actinideelement category for Uranium - Species types extended —
biomefield,SpeciesIdenum expanded (0–8) - GameScene filters creatures by selected biome
- Unit tests — 32 new tests (487 total)
Phase 10: Schools ✅
- 10.1 SchoolData type extended —
bonuses,unlockCondition,ResolvedSchoolBonusesinterface (src/run/types.ts) - 10.2 3 new schools — Mechanic, Naturalist, Navigator with real science principles (
src/data/schools.json) - 10.3 School unlock system — data-driven conditions: elements_discovered, creatures_discovered, runs_completed (
src/run/meta.ts) - 10.4 School bonuses resolver —
getSchoolBonuses()returns complete multiplier set with defaults (src/run/meta.ts) - 10.5 Bonus integration — movement speed (Navigator), projectile damage (Mechanic), creature aggro range (Naturalist), reaction efficiency (Alchemist)
- 10.6 CradleScene updated — all 4 schools displayed, locked schools grayed out with lock icon + unlock hint, bonus indicators shown
- 10.7 System signatures updated —
playerInputSystem,aiSystem,creatureProjectileSystemaccept optional multiplier params - Unit tests — 24 new tests (511 total): school data, unlock conditions (cumulative, multi-school, persistence), bonuses per school
In Progress
None — Phase 10 complete
Up Next: Phase 11+
(See IMPLEMENTATION-PLAN.md for Beyond Vertical Slice)
Blockers
None
Session Log
| # | Date | Phase | Summary |
|---|---|---|---|
| 1 | 2026-02-12 | Phase 0 | Project setup: GDD, engine analysis, npm init, Phaser config, BootScene, cursor rules, plan |
| 2 | 2026-02-12 | Phase 1 | Chemistry engine: 20 elements, 25 compounds, 34 reactions, engine with O(1) lookup + educational failures, 35 tests passing |
| 3 | 2026-02-12 | Phase 2 | ECS foundation: world + time, 5 components, movement + bounce + health systems, Phaser bridge (polling sync), entity factory, GameScene with 20 bouncing circles at 60fps, 39 tests passing |
| 4 | 2026-02-12 | Phase 3 | World generation: simplex noise (seeded), 80x80 tilemap with 8 tile types, Catalytic Wastes biome, camera WASD+zoom, minimap with viewport indicator, 21 tests passing (95 total) |
| 5 | 2026-02-12 | Phase 4 | Player systems: WASD movement + tile collision, weight-based inventory, resource collection, crafting via chemistry engine, projectile throw, 4 quick slots, UIScene HUD overlay (health bar, slots, inventory), 126 new tests (222 total) |
| 6 | 2026-02-12 | Phase 5 | Creatures & Ecology: 3 species (Crystallid/Acidophile/Reagent), FSM AI (idle/wander/feed/flee/attack), metabolism (energy drain/feeding/starvation), life cycle (egg→youth→mature→aging→death), population dynamics, projectile-creature collision with armor, creature→player melee, ecosystem simulation test, 72 new tests (293 total) |
| 7 | 2026-02-12 | Phase 6 | Run Cycle: full roguelike loop (Cradle→Game→Death→Fractal→Cradle), school selection (Alchemist), meta-progression (Codex/spores/IndexedDB), run phases with auto-advance, escalation effects (creature aggression/env damage), Chemical Plague crisis with neutralization, death animation (real body composition), WebGL fractal shader, 56 new tests (349 total) |
| 8 | 2026-02-12 | Phase 7 | Mycelium: persistent knowledge graph (nodes/edges/strength), fungal node ECS entities with glow animation, knowledge deposit (auto on death + manual at nodes), memory flash extraction (weighted by strength, Russian templates), mycosis visual effect (tint overlay + reveal threshold), spore shop in Cradle (5 bonuses: health/elements/knowledge), MetaState+IndexedDB persistence updated, GameScene+CradleScene integration, 36 new tests (385 total) |
| 9 | 2026-02-12 | Phase 8 | Ouroboros boss fight: 4-phase cyclical AI (Coil/Spray/Lash/Digest) with escalating difficulty, 3 chemistry-based victory paths (NaOH neutralization, direct damage, Hg catalyst poison), circular arena generator, BossArenaScene with attacks+collision+UI, Archont's Memory lore reward, CodexEntry extended, GameScene Resolution→arena trigger, 70 new tests (455 total) |
| 10 | 2026-02-12 | Phase 9 | Biome expansion: +20 elements (40 total), +39 compounds (64 total), +85 reactions (119 total), 2 new biomes (Kinetic Mountains + Verdant Forests), biome selection in CradleScene, 6 new creature species (3 per new biome), generic world generator, 32 new tests (487 total) |
| 11 | 2026-02-12 | Phase 10 | Schools: +3 schools (Mechanic/Naturalist/Navigator), data-driven unlock system (elements/creatures/runs), school bonuses (projectile dmg, movement speed, aggro range, reaction efficiency), CradleScene shows locked schools with hints, system multiplier params, 24 new tests (511 total) |