# Development Logs
## Phase 0 — Setup
- Godot 4.7.2 scaffold, design docs, platform strategy (web-first โ desktop โ mobile)
- MVP definition, player journey, build order
## Phase 1 — The MVP loop
- World clock + hunger + foraging — day/night cycle, eat-on-interact
- The Flowerbed map — ASCII-grid iso terrain, camp, sealed SE berry grove
- Inventory + workbench crafting — material pickups, gear recipes (harness, snare); deliberately no weapon
- The ant — passive-feed tame, rideable first mount, seed-cache hauling
- Wolf spider predator — night spawn, stalk/hunt AI, campfire refuge; jumping spider — snare-and-tire tame, vault + silk bridging, a Bug subclass
- Camp systems — bedroll sleep, campfire light, pens
- Death & respawn — dropped pack at death site, resurgence at camp; world not reset
## Phase 2 — Post-MVP expansion
- The beetle — armoured tank mount, charge + clod-barrier ramming
- Walk animation, impact feel, shared hints — walk_bob, hint_label, camera shake, hit sparks
- Mounted combat — attacks as data per species, facing fixes, reach rework; bug health + permadeath, health bars, mounted HUD panel
- Food as the healing system, wolf spider hunt-tell, F1 debug panel (debug builds only)
- Real pack — inventory screen, carry limits (20), item slots/blurbs, drop 1/half/all, ground-pile merging, floating roll-up window
- Field journal — one-line next-goal + J list, keyed hints, eventual 36-goal chain with counts, shopping lists and waypoints
- Stable — follow/heal toggle (C), names, per-animal bags, tonics (stats raise health/bite/speed/bags), stable screen (B) with feed/pen/rename
## Phase 3 — Survival & ownership
- Night escalates — one new wolf spider per night, cap 8; wolf spider killable only from saddle, drops carcass + venom gland
- Saddles & snares as ordinary items, saddles drawn on tamed sprites; riding/pens/bench move off E (โ M, B, Z), one-screen-at-a-time subwindows
- Save & exit + autosave (dawn, focus-lost, 2-min timer); save as JSON, one slot
- Night hunts the stable; pens = mending + the only safe ground; bugs flee to firelight, lone animals bolt
- Animals not walls — creature/player/world collision layers
- Sprint, stamina, food-as-healing, hunger warnings in four bands; death names its cause
- Day track on HUD — drawn sky strip, sunrise sweep on waking
## Phase 4 — The journal layer
- Field mending (G, from saddle or afoot), self-feeding rations in an animal's own bags
- Journal rewritten as a walkable chain; every goal names key, amounts, costs; reachability-aware waypoint marker; key legend column rebuilt off the input map; 30-goal count
- Touch controls — virtual stick + verb pads, auto-detected with override; works with mouse
- Intro animation, logo, animated title screen with press-to-start + Continue/New game row
- Sound (Sep 3) — fully synthesised bank via synth.gd: baiรฃo-inspired day/dusk/night score, hunting drums, jingles; five-step volume, starts on Faint; web playback-type fix
- Pitch-black crack redrawn with lit rims; bed/bench/fire/anthill/pens drawn art
## Phase 5 — Endgame & art
- Ants as brewers — fungus farm: fungus dew, toxic fungus, cordyceps; stable-screen vat switches
- Beetle spit — ranged toxic-fungus attack (F); wolf spider becomes a 4th tame (cordyceps bait, heavy snare, wild to tame)
- Art passes: baked at 4px/art-unit then supersampled down, chunky legibility fixes, 2/3-scale ant, mouthpart curves, redrawn rot log/fungus, fluid 3-pose walk for the human
- Shared saddle pool — while mounted, human pack + animal slots are one reach pool; take-what-fits gathering, crafting from the saddle, snares set/picked from the saddle; rider never the target — the mount soaks all hits and permanently dies