Refactors, Bug Fixes, and Sprite Progress
by MrPhil
stellar-thronedevloggame-developmentzigai-assisted-development
Today was a productive day of cleanup, visual iteration, and bug hunting during a full game playthrough. Major systems were refactored for Claude and GPT tooling compatibility, and the star map's visual quality improved.
Major File Refactors
Seven substantial files were reorganized to manage token limits:
fleet_composition_panel.zig— 1,435 linesgame_state.zig— 1,342 linesai_controller.zig— 1,192 linessave_load.zig— 1,070 linescolony_panel.zig— 1,056 linesresearch_panel.zig— 844 linescombat_visualization_panel.zig— 831 lines
This refactoring supports improved AI-assisted development and long-term maintainability.
Playtest + Bug Fixes
Live testing revealed and resolved three issues:
- Territory borders missing after save loading
- Debug fleet combat with missing defenders
- Combat resolution freezing (ships not taking damage)
Outstanding concerns include UI button implementation, notification routing problems, incorrect research status displays, and ships in transit being targeted during combat.
Visuals & Content
- Planet sprite sheets continued (desert, barren, arctic variants)
- New star map icons generated
- Latest developer newsletter published
Observations
Growing skepticism toward AI tools in gaming communities. Human decision-making drives design while AI assists with tooling and content.