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Jeremy1026 | 14 days ago
In about 2 weeks we have a functional game, 60 levels, 28 different types of enemies, a procedurally generated daily challenge mode, an infinity mode. Tower crafting and upgrades, an economy system in the game for pay for the upgrades.
This likely would have taken us months to get to the point that we are at, it was playable on Day 2.
MarleTangible|13 days ago
Jeremy1026|13 days ago
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I'd like to add an archives mode to the daily challenge. This will allow players to complete any daily challenges they didn't attempt on the actual day.
It will look like a calendar, with the dates in Green if it was played, and in white if not.
The archive should only go back to January 30, 2026, the day the project started. Include a to do to change this date prior to release.
Rewards for completing daily challenges via the archive should be 25% of the normal value.
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Claude Code then asked me a couple of clarifying questions before it harnessed the superpowers:writing-plans skill and generate a document to plan the work. The document it put together is viewable at https://gist.github.com/Jeremy1026/cee66bf6d4b67d9a527f6e30f...
There were a couple of edits that I made to the document before I told it to implement. It then fired off a couple of agents to perform the tasks in parallel where possible.
Once it finished I tested and it worked as I had hoped. But there was a couple of follow up things that would make it more intertwined with everything else going on around daily challenges. So I followed up with:
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lets give 1 cell for compelting an archived daily challenge
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And finally:
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Now that we are tracking completions, can we update the notification to complete daily mission to include "Keep your X day streak"
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Jeremy1026|13 days ago
-Start Prompt-
Currently, a towers level sets the maximum a single stat can be. Can you tell me what those stat caps are?
-End Prompt-
This primed the context to have information about the stat caps and how they are tied to levels. I followed up after it gave me a chart back with Tower Level and Max Stat Rank with some real stats from play
-Start Prompt-
Lets change the stat cap, the caps are currently far too high. All towers start at 1 for each IMPACT stat, my oldest tower is Level 5, and its stats are I-3, M-4, P-6, A-3, C-1, T-1. How do you think I could go about reducing the cap in a meaningful way.
-End Prompt-
It came back with a solution to reduce the individual stat cap for individual stats to be tower level + 1. But I felt that was too limiting. I want players to be able to specialize a tower so I told it have the stat cap be total, not per stat.
-Start Prompt-
I'm thinking about having a total stat cap, so in this towers case, the total stats are 18.
-End Prompt-
It generated a couple of structures of how the cap could increase and presented them to me.
-Start Prompt-
Yes, it would replace the per-stat cap entirely. If a player wants to specialize a tower in one stat using the entire cap that is fine.
Lets do 10 + (rank * 3), that will give the user a little bit of room to train a new tower.
Since it's a total stat cap, if a user is training and the tower earns enough stat xp to level beyond the cap, lock the tower at max XP for that stat, and autoamtically level the stat when the user levels up the tower.
-End Prompt-
It added the cap, but introduced a couple of build errors, so I sent it just the build errors.
-Start Prompt-
/Users/myuser/Development/Shelter Defense/Shelter Defense/Views/DebugTowerDetailView.swift:231:39 Left side of mutating operator isn't mutable: 'tower' is a 'let' constant
/Users/myuser/Development/Shelter Defense/Shelter Defense/Views/DebugTowerEditorView.swift:181:47 Left side of mutating operator isn't mutable: 'towerInstance' is a 'let' constant
-End Prompt-
And thus, a new stat cap system was implemented.