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docs: add first principles and mind mapping results to brainstorming session
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@@ -1,5 +1,5 @@
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---
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stepsCompleted: [1, 2]
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stepsCompleted: [1, 2, 3]
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inputDocuments: []
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session_topic: 'Classic 2048 web game recreation'
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session_goals: 'Faithful recreation of original 2048 gameplay with local scoring, built as exploration project'
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@@ -7,6 +7,7 @@ selected_approach: 'user-selected'
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techniques_used: ['First Principles Thinking', 'Mind Mapping', 'Morphological Analysis']
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ideas_generated: []
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context_file: ''
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techniques_completed: ['First Principles Thinking', 'Mind Mapping']
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---
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# Brainstorming Session Results
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@@ -35,3 +36,75 @@ context_file: ''
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- Morphological Analysis: Systematically explore tech stack and architecture decisions
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**Selection Rationale:** Practical, implementation-focused techniques suited to a well-defined recreation project
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## Technique Execution Results
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### First Principles Thinking
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**Core Mechanics Researched (from original source code by Gabriele Cirulli):**
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- **Grid:** 4x4, cells[x][y], (0,0) = top-left
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- **Tile Spawning:** 2 tiles at start, 1 after each valid move; 90% chance of 2, 10% chance of 4; random empty cell
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- **Movement:** 4 directions (Up/Down/Left/Right); tiles slide as far as possible
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- **Merging:** Same-value tiles merge (doubled); each tile merges only once per move; leading-edge order
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- [2,2,2,2] left → [4,4,_,_] (+8)
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- [2,2,4,4] left → [4,8,_,_] (+12)
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- **Scoring:** Each merge adds new tile value; best score in localStorage
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- **Win:** Creating a 2048 tile; can continue with "Keep going"
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- **Game Over:** No empty cells AND no adjacent same-value tiles
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- **State:** Full game state saved to localStorage after every move; cleared on game over
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**Visual Design:**
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- Background: #faf8ef, Grid: #bbada0, 15px spacing
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- Tile colors: 12 tiers from #eee4da (2) to near-black (>2048)
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- Dark text (#776E65) for 2/4, bright text (#f9f6f2) for 8+
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- Glow effects on 128+ tiles
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- Font: 55px default, 45px for 100+, 35px for 1000+
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**Animations:**
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- Slide: 100ms ease-in-out CSS transform
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- New tile pop: 200ms scale(0→1), delayed 100ms
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- Merge bounce: 200ms scale(0→1.2→1), delayed 100ms
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- Score "+N": 600ms float up + fade
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- Win/Lose overlay: 800ms fade in, delayed 1200ms
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**Input:**
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- Keyboard: arrows, WASD, Vim (hjkl), R to restart
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- Touch: single-finger swipe, 10px threshold
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- Modifiers ignored
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### Mind Mapping
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**Component Breakdown:**
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```
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2048 GAME
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│
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┌────────────┬───────────┼───────────┬────────────┐
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│ │ │ │ │
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GAME LOGIC RENDERING INPUT UI/UX INFRA
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│ │ │ │ │
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┌────┴────┐ ┌───┴───┐ ┌───┴───┐ ┌───┴───┐ ┌───┴───┐
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│ │ │ │ │ │ │ │ │ │
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Grid Score Tiles Anim Keyboard Score Win/ State Build/
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State System Draw ations ↕ Display Lose Persist Deploy
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│ │ │ │ Swipe Best Overlay localStorage
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│ │ │ │ Touch Score Messages
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4x4 Merge Colors Slide New Game
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Cells Value Fonts Pop Button
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Empty Best Sizes Bounce
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Check Score Glow Fade
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Spawn
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Move
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Merge
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GameOver
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Win
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```
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**6 Key Component Groups:**
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1. Game Logic — Grid state, spawning, sliding, merging, game over/win detection
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2. Rendering — Grid draw, tile colors (12 tiers), font sizing, glow effects
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3. Animations — Slide, pop, bounce, score float, overlay fade
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4. Input — Keyboard (3 schemes), touch/swipe, modifier blocking, restart
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5. UI/UX — Score displays, buttons, overlays, intro text, responsive layout
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6. Infrastructure — localStorage persistence, responsive (500px/280px), build & deploy
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