AsciiMap sizes room boxes to the longest visible name (capped) so names
like 'Dark Hallway' are no longer truncated; connector centering follows.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Semantic output model (Style/Span/StyledText) + RoomView/Hud views,
GameIO extended additively (write(String) stays as default), ConsoleIO
(ANSI + box-drawing, tiered glyph modes) and SwingIO (region layout,
JTextPane, bundled font) renderers, command + TestIO migration. Map,
menu, save, music explicitly deferred to later sub-projects.
Also: capture "don't overwhelm / distribute info across regions" and
"B baseline + ASCII for big moments" decisions in the backlog.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- decisions: standard collections only, libraries allowed
- main menu + settings + saved-games list
- save/load system
- GUI music: per-room via YAML, external folder, compressed + streamed
- game core: "restore the power" main goal, 5-piece mechanic spine,
quest chain routing the player room-by-room, condensed by design
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Living backlog of ideas to take the game beyond the required minimum:
richer presentation, nerd-font strategy, map, quest system, ~60-min
content expansion. No design committed yet.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>