9-task TDD plan covering shared types, socialSystem, brain/movement
guards, game loop wiring, state serialization, client emoji overlay,
and info panel integration.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Covers awareness zone, interaction state machine, cooldowns,
brain/movement guards, broadcast format, and client emoji overlay.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Document follow mode panel feature and controls
- Add Traefik reverse proxy deployment instructions
- Add security note about vite dev vs production serving
- Update CLAUDE.md with new entry points, test count, and conventions
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- getNpcIds() now excludes player-controlled entities
- Remove double updateNeeds call in handleStateUpdate (updateInfo already calls it)
- Mode text shows NPC name instead of just ID
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
10-task TDD plan covering shared types, appearance generator,
name generator, portrait compositor, HTML/CSS panel, GameScene
integration, and EarthBound-inspired styling.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Design for follow-mode NPC info panel with composited portraits,
EarthBound-inspired UI, live-updating needs bars, and name generator.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add follow mode (F key) to cycle camera between NPCs
- Make server URL configurable via VITE_SERVER_URL env var
- Add comprehensive README with Debian LXC deployment guide
- Add character sprite assets to repo
- Add design docs and implementation plans
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add three ECS systems for NPC simulation:
- needsDecaySystem: decrements hunger/energy each tick, clamped at 0
- npcBrainSystem: goal selection based on need thresholds with pathfinding
- movementSystem: advances entities along computed paths
Includes 8 passing tests covering decay, goal prioritization, and movement.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>