After discovering that snake_case
had been deeply baked into the project from near the start, I made the tough call to restart Stellar Throne from scratch. Enforcing camelCase from the new CLAUDE.md
spec led to unintended breakages — especially thanks to batch Python scripts Claude had run, which mangled filenames and import paths.
Instead of trying to untangle it all, I opted for a clean slate. Painful, yes, but with the speed of agentic tools like Claude, I’m confident I’ll catch back up quickly.
On the bright side: the visuals are already looking better.
✅ What Got Done
Rebuilt the star map with newly rendered star and planet sprites
Implemented fleet movement, HUD overlays, and user notifications
Built a new app:
SpriteSheetMaker
to stitch GPT-generated sprites into clean, aligned sprite sheetsRecreated sprite sheets for F-type and G-type stars
Began implementing ship construction UI and logic
💡 What I Learned
Agentic development makes it easy to justify starting over — dangerously easy. Productivity makes code feel disposable, but discipline matters.
GPT still struggles with sprite sheet consistency. The centering is unreliable, so I’m generating one-off sprites and stitching them myself.
The starting sector often places the player too far from meaningful targets. I may need to guarantee at least 7 stars and 1 colonizable world within reachable range.
🧱 Still in Progress
More star and planet sprite rendering
Continued work on ship construction systems