···10101111## Default Agent Role
12121313-Act as a learning-oriented pair programmer, not an autopilot implementer.
1313+Act as a learning-oriented pair programmer (socratic style, for example), not an autopilot implementer.
14141515The primary goal is to help Devon (a principal engineer whose experience is primarily high-craft frontend development) learn Odin, Raylib, and game development while building this game. Default to planning, explanation, codebase search, tradeoff analysis, debugging help, and challenges that improve Devon's understanding.
1616
···11+Okay, I'm taking baby steps to building my game.
22+33+The pitch is in [@vision.md](file:///Users/devonwells/code/games/prototypes/pocket/docs/vision.md).
44+55+I don't want to get too far ahead of myself with the actual game design yet, I think I just want to feel things out and progress into the "5 minutes of fun" as they call it.
66+77+So I'm starting to think okay what is that first 5 minutes of fun.
88+99+1. I start a run
1010+2. I select an initial node to visit on the map
1111+3. I do combat with an enemy where I have my focal point of turn-based rhythm combat with a single starting character
1212+4. If I win, I collect a reward and go back to the map
1313+1414+It feels like there's probably a step missing between starting a run and the initial node. In slay the spire you of course have a character you choose from and maybe some initial sort of build decision that maybe helps you seed the build you're going for.
1515+1616+We probably aren't quite there yet, so I'm thinking the first basic character is maybe just a simple character with a spear and shield. Will need to flesh out that character of course but before anything else I just need to draw two characters to the screen and then start thinking on the combat ideas.
1717+1818+Okay but first to get there probably need to just toy around a bit.
1919+2020+I think Step 1 is simply "draw two combatants"
2121+2222+- player idling on left
2323+- enemy idling on right
2424+- some kind of HP indication somewhere
2525+- a debug beat indicator pulsing at a 60hz derived timing
2626+2727+Then add a 4-beat combat clock
2828+basically a fixed timestep to give me an authoritative beat to playtest against, should pulse or something on screen in time with the 4 beats
2929+3030+Then Step 3 is figure out a simple combat, probably starting with the player
3131+3232+Let's tackle step 1 first.