

#vibeJam Day 9! Updates: Tough day for progress, despite putting in the time. Spent the day moving the holotable from confined to the table to a full centerpiece, since it's where the action will take place primarily. 1st screen - concept 2nd screen - start 3rd screen - current 4th screen - grid => sector shift diagram Part of the change toward more command oriented gameplay is shifting down from coordinates on a grid to sectors, which are 5x5 grids of coordinates under the hood. This will limit the number of POI's the player has to interact with and move closer toward "commander issueing orders to captains who carry them out". This is a huge change and taking it on all at once led to me just ditching the last several hours of work and reverting to a semi clean, mostly functional state. I'll spend a little time having codex and Claude tighten up the code base and implement a few code preferences, add additional unit testing, and now that I've got a greater handle on what needs doing hopefully give direction that orients the agents a bit more clearly and possibly in smaller chunks. Before the revert it was squash one bug, introduce three more, so best to step back and make it work better at first rather than bolting issues on top of broken code. More progress tomorrow for sure though.










