New updates
Code Architecture & Organization
Modular Structure: Split functionality into dedicated classes (GameState, UIManager, GameManager, PerformanceMonitor) Utility Functions: Created a Utils class for common operations like number formatting and animations Better State Management: Added validation, error handling, and data integrity checks Performance Monitoring: Added FPS counter and optimized rendering
User Experience Enhancements
Responsive Design: Better mobile/tablet support with flexible layouts Enhanced Visuals:
Smooth animations and transitions Screen shake effects on critical threat Pulsing nodes and data flow animations on the network map Visual feedback for affordable upgrades
Improved Feedback: More detailed logging with timestamps and categories Keyboard Shortcuts: Space to inject, R to recompile Better Loading States: Improved splash screen and loading indicators
Game Mechanics Improvements
Enhanced Node System: Nodes now drift slightly and have different visual effects Better Upgrade Display: Added lore text and visual indicators for affordable upgrades Uptime Tracking: Shows how long the current session has been running More Varied Events: Different infection messages and random bonus events State Validation: Prevents save corruption and handles edge cases
Technical Improvements
Performance Optimization:
Debounced saving and resize events Capped delta time to prevent large jumps Optimized canvas rendering with device pixel ratio support
Error Handling: Try-catch blocks around save/load operations Memory Management: Limited log entries and node counts Accessibility: Better ARIA labels and semantic HTML
Visual Polish
Modern UI: Enhanced gradients, shadows, and hover effects Animated Elements: Loading states, button effects, and visual feedback Better Typography: Improved hierarchy and readability Color Coding: Threat levels now have distinct visual states Grid Background: Animated grid on the network map for a more "digital" feel
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