Commit Graph

2 Commits

Author SHA1 Message Date
type-two
9bca0f99c2 Juice pass: living buildings, battle scars, screen shake, living menu, Stream buffs
* All 19 structures now breathe: procedural pulse-glow animation generated from
  each sprite's own lit pixels (tools/animate_sprites.py), 6 frames at 130ms.
  WithSpriteBody PlayRepeating()s multi-frame idles, so no trait changes needed.
* Big explosions leave scorch smudges on the ground (SmudgeLayer + LeaveSmudge
  on bass_ring, both superweapon impacts, and building deaths).
* Buildings shake the screen when they die (ScreenShaker + ShakeOnDeath).
* The main menu is alive again: shellmap split into two lua-driven sides that
  skirmish forever. No Bot: players, so no order-manager stall.
* Stream buffs owed by telemetry: bufferbot HP 3500->5000 (survives a second
  seven-inch), drmwalker 750, scraper capacity 18.

Verified: arena smoketest PASS with all changes, shellmap lua confirmed live.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 18:45:51 +10:00
type-two
20c83ee3f0 Round 3: superweapons — THE DROP (mastering) and THE SHUFFLE (Algorithm obelisk), support power palette, charge bars, announcer lines, AI fires them
Some checks are pending
Continuous Integration / Linux (.NET 6.0) (push) Waiting to run
Continuous Integration / Linux (mono) (push) Waiting to run
Continuous Integration / Windows (.NET 6.0) (push) Waiting to run
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 17:07:00 +10:00