diff --git a/_bmad-output/brainstorming/brainstorming-session-2026-04-12-001.md b/_bmad-output/brainstorming/brainstorming-session-2026-04-12-001.md index 7a6a469..78f0ad9 100644 --- a/_bmad-output/brainstorming/brainstorming-session-2026-04-12-001.md +++ b/_bmad-output/brainstorming/brainstorming-session-2026-04-12-001.md @@ -1,5 +1,7 @@ --- -stepsCompleted: [1, 2, 3] +stepsCompleted: [1, 2, 3, 4] +session_active: false +workflow_completed: true inputDocuments: [] session_topic: 'Classic 2048 web game recreation' session_goals: 'Faithful recreation of original 2048 gameplay with local scoring, built as exploration project' @@ -136,3 +138,70 @@ techniques_completed: ['First Principles Thinking', 'Mind Mapping', 'Morphologic - `game.js` — Core game logic (grid state, move, merge, spawn, win/lose detection) - `input.js` — Keyboard and touch/swipe handler - `storage.js` — localStorage persistence (game state + best score) + +## Idea Organization and Prioritization + +### Thematic Organization + +**Theme 1: Core Game Engine** — Pure logic, no UI +- 4x4 grid state management (create, read, check empty cells) +- Tile spawning (random empty cell, 90/10 value split) +- Slide + merge algorithm (leading-edge, once-per-move rule) +- Score calculation (add merged tile value) +- Win detection (2048 tile created) + continue mode +- Game over detection (no moves available) + +**Theme 2: Presentation Layer** — What the player sees and feels +- Tile rendering with 12-tier color system +- Dynamic font sizing (55/45/35px by value) +- Glow effects on 128+ tiles +- 4 animations: slide (100ms), pop (200ms), bounce (200ms), score float (600ms) +- Win/lose overlay with fade-in +- Responsive layout (500px desktop, 280px mobile) + +**Theme 3: Player Interaction** — How the player controls the game +- Keyboard: arrows + WASD + Vim (hjkl) + R restart +- Touch: single-finger swipe with 10px threshold +- Modifier key blocking +- "New Game" button, "Keep going" button + +**Theme 4: Persistence & Infrastructure** — Keeping state and shipping it +- localStorage for game state (save after every move, clear on game over) +- localStorage for best score (persists always) +- Svelte + Vite + Tailwind build pipeline +- GitHub Pages deployment + +### Prioritized Implementation Order + +| Priority | What | Why | +|----------|------|-----| +| 1 | Project scaffold (Vite + Svelte + Tailwind) | Foundation for everything | +| 2 | Core game logic (`game.js`) | Can be tested without UI | +| 3 | Grid + Tile rendering | See the game working | +| 4 | Input handling (keyboard first) | Play the game | +| 5 | Score display + best score | Track progress | +| 6 | Animations (slide → pop → bounce) | Polish the feel | +| 7 | Touch/swipe support | Mobile playability | +| 8 | Win/lose overlays | Complete game loop | +| 9 | localStorage persistence | State survives refresh | +| 10 | Responsive design + deploy | Ship it | + +## Session Summary and Insights + +**Key Achievements:** +- Complete understanding of original 2048 mechanics from source code research +- Full component breakdown covering all 6 system areas +- Definitive tech stack decision: Svelte + JS + Tailwind + Vite + GitHub Pages +- Clear 10-step prioritized implementation roadmap + +**Session Reflections:** +- First Principles research provided implementation-ready specs (exact colors, timings, merge rules) +- Mind Mapping ensured no component was overlooked across logic, rendering, input, UI, and infra +- Morphological Analysis made tech decisions systematic rather than arbitrary +- The combination of these three techniques moved efficiently from "what is 2048?" to "how exactly do we build it?" + +**Next Steps:** +1. Create a PRD or product brief from this brainstorming output +2. Design the technical architecture based on the component structure +3. Create epics and stories following the prioritized implementation order +4. Begin development with project scaffolding