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# 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