102 lines
3.6 KiB
Markdown
102 lines
3.6 KiB
Markdown
# Cosmic Garden - Development Journal
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## Session Log
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---
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### Session 1 - 2026-08-18 (Evening)
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**Status:** ✅ Foundation Complete
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#### What was done:
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- Created complete game structure with HTML/CSS/JS architecture
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- Theme: "Cosmic Garden" - a space gardening idle game
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- Built core game engine with click harvesting, buildings, upgrades, achievements
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- Designed 12 buildings across 4 tiers (Star Sprout → Void Fern)
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- Added 15+ upgrades and 20 achievements
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- Implemented auto-save, offline progress, export/import
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- Built responsive dark-themed UI
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#### Files created:
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- `index.html`, `css/game.css`
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- `js/game.js`, `js/buildings.js`, `js/upgrades.js`
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- `js/achievements.js`, `js/ui.js`, `js/saveSystem.js`, `js/main.js`
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---
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### Session 2 - 2026-08-19 (Morning)
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**Status:** ✅ Statistics Panel Added
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#### What was done:
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- Added new Statistics tab to the side panel
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- Tracks: Total Stardust, Production Rate, Clicks, Click Power, Time Played
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- Shows Buildings Owned, Upgrades Purchased, Achievements Unlocked
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- Added Game Progress bar based on stardust milestones
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- Fixed global production bonus calculation bug in game.js
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#### Files modified/created:
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- `index.html` - Added Stats tab UI
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- `js/stats.js` - New statistics tracking module (160 lines)
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- `js/game.js` - Fixed global bonus calculation
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- `css/game.css` - Added stats panel styling
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#### Next goals:
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- Add particle effects on click
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- Implement mobile touch optimizations
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- Consider adding prestige system
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---
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### Session 3 - 2026-08-19 (Afternoon)
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**Status:** ✅ Particle Effects System Added
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#### What was done:
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- Created a complete particle effects system for visual feedback
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- Added click sparkle particles when harvesting stardust
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- Added building purchase burst effects on the building card
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- Added achievement unlock celebration effects
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- Added ambient twinkling stars to the background
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- Integrated particles into game.js, achievements.js, and main.js
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#### Files modified:
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- `js/particles.js` - New file with Particle system (click, building, achievement effects + ambient stars)
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- `js/game.js` - Added particle calls on harvest and buyBuilding
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- `js/achievements.js` - Added particle effect on achievement unlock
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- `js/main.js` - Added ambient star creation on init
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- `css/game.css` - Added particle styles and twinkle animation
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- `index.html` - Added particles.js script tag
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#### Next goals:
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- Mobile touch optimizations (tap feedback, responsive layout)
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- Prestige/reset system with bonuses
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- Sound effects for clicks and purchases
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---
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---
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### Session 4 - 2026-08-20 (Morning)
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**Status:** ✅ Sound Effects System Added
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#### What was done:
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- Created complete audio system using Web Audio API (no external assets needed)
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- Added click sound effect (rising C-major arpeggio on each harvest)
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- Added purchase sound effect (descending chime when buying buildings)
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- Added achievement fanfare (ascending chord progression on unlock)
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- Integrated audio into game.js, achievements.js, and index.html
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- Audio context auto-initializes on game start; browsers handle suspension automatically
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#### Files modified/created:
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- `js/audio.js` - New file with Audio system (click, purchase, achievement sounds via Web Audio API)
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- `js/game.js` - Added Audio.init() in init(), Audio.playClick() in harvest(), Audio.playPurchase() in buyBuilding()
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- `js/achievements.js` - Added Audio.playAchievement() on achievement unlock
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- `index.html` - Added audio.js script tag
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#### Next goals:
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- Mobile touch optimizations (tap feedback, responsive layout)
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- Prestige/reset system with bonuses
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- Consider adding more sound variations or music
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---
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*Journal auto-updated by Hermes Agent cron job (every 8 hours)*
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