Multi-selection, landing pads, fog of war and HUD
cleanup v0.6
Cleanup day. Removed the refactor checks that were getting in the way, deleted old unused scripts, and reorganized the debug systems. Moved PathDebug into a dedicated path directory and WorldDebug into a world directory.
Cleaned up dependencies and quieted down the test output. Much tidier codebase now.
architecture improvements v0.7
Added style linter rules to Biome for consistent code formatting. Refactored the pathfinding code into proper modules and renamed files to match their export names.
The big user-facing feature today was ship selection and click-to-navigate. You can now click a ship to select it, then click on another asteroid to send it there. Also made it so each asteroid spawns with its own ship.
MouseManager and multi-selection v0.8
Created a MouseManager to centralize all mouse handling - selection, panning, zooming, and clicking are now in one place. Moved path interaction into it as well. Right-click on an asteroid now moves selected ships there.
Did a bunch of renaming for clarity: SavedPairsManager became SavedRoutes, GameViewport became GameManager. Replaced all hardcoded colors with the open-color palette for consistency.
Fixed several bugs: multi-ship movement on right-click, ship snap-back at end of path, and clamped zoom/pan to world bounds so you can’t scroll into the void.
Refactored Asteroid into its own directory, extracted path animation and geometry helpers, and added jscpd for detecting duplicate code. Made ship pathfinding async with a cached graph for better performance.
selection fix v0.9
Fixed ship click behavior - clicking a ship now properly deselects others instead of adding to the selection.
CI/CD and landing pads v0.10
Cleaned up unused methods and tweaked member accessibility modifiers in the code. Set up Netlify for CI/CD deployment - the game is now live on the web!
The main feature was the ship landing pad system. Ships now have designated spots to land on asteroids, with proper entry point calculations for approach. This makes the docking feel much more intentional.
controls and visual polish v0.11
Added full keyboard support - arrow keys and WASD for panning, Q/E for zooming.
Visual improvements were the star of the show today. Added a parallax starfield with subtle glow effects in the background - really sells the space vibe. Added hover glow for selectable items so it’s clear what you can interact with.
Ships got a lot of love: they now rotate toward their target on liftoff, have thrust particle effects during flight, ramp down thrust when arriving at orbit, and the orbit-to-path transition is smoother. Also optimized the orbit path to landing pad routing.
fog of war and HUD v0.12
Implemented fog of war! Used a smoke effect with soft noisy edges that looks great. Added a debug tool for revealing fog and an animation that reveals from the edges. The fog panel has a reset button for testing.
Added a HUD system using Jotai for state management. Asteroids now display their names, and selected ships show in the HUD. Fixed ship selection stroke rendering gaps and clamped keyboard zoom to stay within limits.
Did some deployment fixes - trailing slash redirects, renamed the page title, and switched to relative base paths for assets.