Period: August 18, 2025 Total Commits: 3
Quick Summary of Commits:
- 22:43: Delete tasks as it’s in milestones now (4994deb)
- 22:43: Update map size, add 3 castles, move missing todos into milestones (772c6b6)
- 15:35: Add initial design docs, tasks, and milesstones (c90c5ba)
Opening
Hey, here’s what we worked on today. First day. Kept it simple: get the shape of the battlefield right, plant some anchors, and get our planning board in order. No big promises—just laying track.
What’s New
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Bigger map footprint: We widened the playfield to give PvP more room to breathe. Early 1v1 tests showed lanes felt cramped and rush timings were too binary. More space should open up split-push options and flanking paths while keeping tower ranges meaningful.
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Three castles placed: These are early anchor points for control and pathing experiments. Think of them as pressure valves—owning or contesting them should change creep routes and tower angles. Not balanced yet, just blocked in so we can feel the flow.
What Got Fixed
- Project hygiene: Consolidated scattered task lists into milestones. The old task doc was duplicating work and making priorities fuzzy. Cleaning that up reduces noise so we can move faster.
What’s Still Broken
- Pathing isn’t final. Units don’t reliably respect castle zones yet.
- Castles are shells—no health, control timers, or income hooks wired.
- PvP matchmaking and ELO are not in the build. Custom matches only.
- No bots yet, so practice mode is just you wandering around.
- Performance hasn’t been tuned for the larger map; expect frame dips on older GPUs.
Under the Hood
- Design docs + milestones (c90c5ba): Dropped initial design pillars (clear win conditions, readable PvP state, strategic tower synergies). We’re tracking work as milestones now—Map v0.1, Castle Control v0.1, Pathing v0.1—so changes land in playable chunks.
- Map scale rationale (772c6b6): Early sims suggested towers covered too much of the center with little counterplay. Increasing map width/lanes gives:
- More viable tower placements (long arcs vs. choke specialists).
- Room for late-game artillery without invalidating mid-tier towers.
- Better spawn staggering to reduce early snowball.
- Cleanup (4994deb): Removed the duplicate tasks doc after migrating everything into milestones. Less context switching, fewer stale notes.
What’s Next
- Wire castle control: capture zones, timers, and clear UI cues for who owns what.
- Lock down pathing: predictable creep routes that adapt to castle ownership.
- First pass on tower synergies: basic combos (slow + splash) without breaking early game.
- Baseline performance pass for the bigger map: occlusion and draw call trims.
- Basic bot for practice matches so you can test towers without waiting for a friend.
If you’ve got thoughts on three-anchor maps—turtle vs. split-push, how you like to set traps, where you’d put your first splash tower—send them our way. We’re keeping the footprint flexible for a few days while we feel it out.