Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.
buildings core controllers enemies logistics planets
resources shaders surface ui vessels vfx world
332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.
Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.
The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The fleet had a second of inertia in it: every vessel's acceleration sat at
roughly its own top speed, so flipping the stick while cruising took 0.58s to
take effect and let go coasted 222 units, while the formation anchor the ships
chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring
rather than taste - past 3x the reversal time stops improving because
max_speed becomes the limit. Measured after: 0.18s and 23 units.
test_fleet_agility guards all three numbers and proves the bounds discriminate
by re-running the same measurement at the old value.
The laser reaches 1450 instead of 950 and strikes 38 units either side instead
of 22. Its drawn width is now derived from the hit width: the two were
independent numbers that had drifted, so the beam killed things it visibly
missed. LaserController's aim range also stopped hardcoding a second copy of
950. Tapping the laser button without dragging used to do nothing at all - the
press was claimed, the aim begun, then thrown away on release. It now fires at
the nearest enemy in range; dragging still aims precisely. That lives in the
shared aimed-ability controller, so the gas bomb gains it too.
Planets sat one per ~29 chunks - some 35,000 units of nothing between them.
Now one per ~12, measured over 14,641 chunks. The two thresholds moved by
different amounts deliberately: every SPACE-biome planet is a gas giant, so
lowering both equally would have tripled the gas-giant share as well. This
changes how often you find a planet, not what you find. Extractors produce
half as fast to match, so expanding is what grows the economy.
The research screen gave its tree 386px of 1280 and the text below it 520.
The text is now at the bottom, the tree has 550, and the resource table has
room and legible type - and its LOCAL column is no longer hidden behind the
close button.
Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME
are not the same thing, and both save and delete rebuilt the path from the id.
ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked
for a file that does not exist and silently refused - which read as "the first
item in the list cannot be deleted" - while saving it wrote a second file
under the derived name and left the original behind, so the pool served the
stale twin. A third bug hid behind those: rescan() re-read through Godot's
resource cache and handed back pre-save values even when the file on disk was
correct. All three present to a player as "my change was not saved".
Research labs no longer grant a point of their own; what conquering one is
worth comes entirely from its authored map, as asked. The shipped lab map
carries 1 so the balance is unchanged - only where it is configured moved.
Suite 109/109. Four tests changed because the behaviour they pinned changed:
the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather
than a constant tuned to one acceleration; the extractor wait derives from
EXTRACTOR_RATE; the research-point test asserts the delegation; and the black
hole test no longer assumes nobody will ever author a void-profile map.
test_planet_setups and test_planet_map_assignment stopped depending on which
maps happen to be in the content folder, which was making them fail when maps
were added or deleted elsewhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The web export reached the main menu and went no further. Two separate bugs,
one hiding the other.
BUTTONS NEVER FIRED. A browser on a phone delivers the touch DOWN and never
the release. IconButton emits `pressed` only on release, deliberately, so
that dragging off cancels - so on the web it never emitted at all, on every
button in the game. fire_on_press (default OS.has_feature("web")) completes
the press there instead, and does not latch, since nothing is coming to
unlatch it. The cost is drag-off-to-cancel, which every other platform keeps.
Measured on the device rather than guessed: an on-screen probe reported
`touch=1 mouse=1 held=y` after one tap - one down, one emulated mouse down,
the button latched through ordinary GUI routing, then nothing.
THE ENGINE THEN TRAPPED. With the button working, pressing Play loaded and
built Main.tscn and the whole engine stopped mid-frame, page still alive.
An error overlay in a custom HTML shell finally showed why:
Uncaught RuntimeError: remainder by zero
An integer % 0. Wasm TRAPS on that; native builds silently tolerate it. So
the bug was equally present on Android and in all 100 tests, doing nothing
in both - which is why nothing runnable here could ever have caught it, and
why reasoning from frozen screenshots got nowhere for several rounds. Every
variable modulo is now guarded: the hangar grid's `i % columns`, planet
naming's `% names.size()`, and two in the map editor.
WHAT IS KEPT, AND WHY
- web_shell.html mirrors console errors onto the page, hidden until one
occurs. Godot's errors go to the browser console, which is unreachable on
a phone; this found in one shot what inference had failed to find all
evening. It costs nothing when there is nothing to report.
- MainMenu._start does load -> instantiate -> add_child by hand instead of
change_scene_to_file. That call does all three opaquely, so a failure is
indistinguishable from an unpressed button; split, each step reports.
- PlanetAtmosphereController defers the forced world populate out of the
frame that builds Main.tscn. It did not fix the hang - the trap did - but
25 chunks of asteroids and 49 of planets do not belong in the one frame
that already constructs 197 nodes, and nothing can paint until it ends.
Removed the direct-input-routing experiment and its test: it was written on
the theory that touches were not reaching Controls, which `held=y` later
disproved, and its set_input_as_handled() swallowed the very events the
probe was reading.
Full suite green at 100/100.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Adds a Dev Mode entry to the main menu and takes the play-testing
conveniences out of a normal game, which turn out to be the same change
from two directions.
DEV MODE. Banks 2000 of every resource, grants 500 research points, and
plants one of each planet type in the chunks around the spawn. Built ON TOP
of reset_new_game() rather than beside it, so a dev game is a normal game
plus a stock rather than a second definition of "fresh game" to keep in
sync. Offered only when running from Godot - OS.has_feature("editor"), the
tag an export clears - as is the map editor. Hidden AND guarded: pressing
either anyway is refused, because visibility is presentation and the rule is
the rule.
The menu now lays its stack out in code. Hiding two of four entries with
scene-authored offsets would leave holes in a shipped build - the same
failure the HUD columns had - so it measures the entries that actually exist
and centres on them.
A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both
reset_new_game and the autoload's own default, so the two cannot disagree),
and no gas giant guaranteed in the origin chunk. Both were play-testing
conveniences that had become part of the real world's shape: every player
got the same landmark in the same place. Play-testing wanted all four planet
types anyway, and a normal game wanted none of them - different needs, now
different mechanisms.
WorldGen cannot read GameState back (an autoload is not resolvable as a
global identifier that early, the hazard PlanetSetups.gd already works
around), so GameState.dev_mode's setter PUSHES the flag down. World
generation stays static and dependency-free, GameState stays the single
source of truth, and dev planting is applied after every rng draw so a dev
world and a normal one differ only in those four chunks.
FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND
how many ships you start with - which forced a new game to open with a full
fleet, leaving the first ship crafter nothing to do. Split into
BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening
has two empty slots to fill. A third copy of the old value turned up in
PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently
degraded into "however many slots exist" once max_fleet_size() clamped it.
The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron
(70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game
luxury but the ordinary way out of the opening, and pricing them as a luxury
made the early game feel stuck. Armada follows at 90/2. Two new tiers,
Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in
one lane would be a long monotonous chain for a branch that only ever does
one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size()
clamps to its length and a doctrine past that would charge real resources
for nothing; test_fleet_growth.gd asserts that invariant directly.
TEST FALLOUT, all of it from the deliberate change rather than a defect:
- Tests that silently inherited the old 5-ship default now ask for the fleet
they need. Several had to crew it from their first frame rather than
_initialize(), where the engine's deferred tree-entry finalization undoes
it - the same hazard those tests already documented for set_process(false).
- test_planet_landing_proximity and test_return_position_matches_planet take
the FIRST chunk holding a planet and land there. The guaranteed gas giant
had been masking that this can now be a black hole, which destroys ships on
contact. They exclude it, and clear the asteroids the field already placed.
- test_pivot_controls measured rotation with angle_difference, which wraps at
+/-pi, so a hold that turned a full circle read as no rotation. Latent
flakiness that only ever showed under load; it now reads the controller's
unwrapped pivot_hold_amount.
- test_research_points was failing on ore, not points: can_unlock() checks
the ore price too, and a fresh game banks nothing now.
- test_gas_system's "a reachable gas source near the spawn" premise moved to
dev mode, which is where that guarantee now lives.
Full suite green at 97/97.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
#74: RESEARCH_LAB_CHANCE raised from 0.08 to 0.16 - research points
gate mid/late skill-tree nodes and vessel/lab research now (#63), so
0.08 was too scarce for how central they'd become to progression.
#75: an extractor placed on a research_lab planet would sit on an
empty resource id forever, since it yields nothing by design. Refused
in BuildController's placement confirm, with the same "explain the
refusal" idiom every other build gate uses. register_capture_points()
gained an optional definition_id parameter so the refusal/reward logic
can tell a research_lab planet apart without threading an extra
argument through every existing caller.
#76: conquering a research_lab awarded a research point with no
on-screen acknowledgement beyond a HUD number the player has no reason
to be watching at that exact moment. CaptureLabel's existing
"CONQUERED" flash now names the reward directly on a research_lab.
test_extractor_building.gd and test_planet_conquest_gate.gd both use a
"first planet chunk found" scan with no regard for definition_id; in
this world's fixed seed that chunk happens to be a research_lab, so
#75's new gate started refusing their otherwise-unrelated extractor
placement checks. Both now skip a research_lab chunk when picking
their target, same as test_research_lab_extractor_gate.gd does on
purpose for its own dedicated coverage of that refusal.
A rare, deterministically-seeded landable body yielding a fourth
resource, dark matter, obtainable only through an extractor - never a
surface pickup. Reuses every existing generic system (resource/planet
definitions, surface profiles, extractor/transporter pipeline) with no
type-switch branching.
Also fixes a latent conquest-gating gap: a surface profile with no
authored PlanetSetup (like the black hole's "void") never registered
capture points at all, permanently blocking extractor placement.
register_capture_points() now treats zero required points as vacuously
conquered, and PlanetSurfaceController registers that zero-point state
explicitly when no setup exists.
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>