Today's work focused on cleaning up gameplay feedback, fixing persistent combat edge cases, and polishing core user experience elements across research, construction, and fleet management. These improvements bring Stellar Throne closer to a cohesive playable loop.
🧭 UI & UX Improvements
✅ Persistent Notifications now route correctly to their respective panels (e.g., idle colonies → construction screen).
✅ Top-bar navigation buttons added for: Research, Diplomacy (placeholder), Construction, and Fleet Management.
✅ Research Notification on Load now reflects actual tech status.
✅ Shipyard Bug Fix: Clicking the bottom ship now properly selects it.
✅ Combat Visualization now only shows when the player is involved — no more interruptions for AI-on-AI skirmishes.
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✅ Colony Panel Fixes:
Newly constructed buildings now appear as expected
Available buildings list now displays more options
⚔️ Combat Logic Edge Cases
✅ Ships In Transit Are Now Immune to Combat: This prevents weird logic loops and unresolvable battle triggers.
⚠️ AI vs AI Combat Bug: Battles between non-player factions were pausing the game indefinitely. This has been identified and will be addressed.
🔍 CLAUDE.md Audit (In Progress)
A first pass of the codebase audit has begun. Naming conventions are largely consistent with camelCase
, but some file structure and function naming still need cleanup. The audit continues tomorrow.
💡 What I Learned
When a system feels tangled or risky to change, use Git branches more proactively. Branching lets me explore fixes or improvements without endangering working code. It’s a simple tool I need to use more often.