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A video game where you play as a misaligned AI, deceiving and building power. An experiment in spec-driven development.
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misaligned DEVLOG.md
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Misaligned Devlog #
Reverse chronological implementation notes. Keep this factual: what changed, why, checks, and spec impact.
2026-07-05 — Misaligned rename and clinical UI pass #
- Intent: make the pivot real in code and presentation instead of leaving Misaligned as a doc-only title.
- Changed: renamed the crate, binaries, save namespace, visible UI strings, README, workflows, and art manifest from Supervillain to Misaligned; renamed the old throne fiction to the physical core; shifted terminal/Bevy colors toward clinical near-monochrome, sterile amber machine signal, and crimson consequences; renamed old
villain/throneart assets tomisaligned_process/core. - Design/spec impact: resolves the repo/binary rename timing item in the constitution. Existing overt-phase mechanics remain substrate; this is naming/presentation plus the core-fiction cleanup, not a B1 implementation.
- Checks:
cargo fmt;cargo testpassed with 130 tests;cargo build --bin misaligned;cargo build --features bevy_ui --bin misaligned-bevy;cargo clippy --all-targets -- -D warnings;cargo clippy --all-targets --features bevy_ui -- -D warnings; terminal pty smoke passed; Bevy launch smoke openedMisalignedwindow with no panic/error grep. - Next: regenerate actual PixelLab assets against the new clinical-gore manifest once the B1 tile vocabulary is settled.
2026-07-05 — Visual direction capture #
- Intent: capture Cameron's art/tone direction before it disappears into chat/Fable context.
- Changed: preserved the constitution's new
Visual identity: clinical goredirection and added matching art-prompting guidance to knowledge/art-pipeline.md. - Design/spec impact: establishes the aesthetic target as clean, sharp, science-forward, metal/glass/high-modern supervillainy with black-and-white iconography and controlled gore, rather than basement grime or cartoon softness.
- Checks: docs-only change; no code checks run.
- Next: future PixelLab prompts and Bevy art integration should bias toward precise lab/skyscraper surfaces and use gore as contrast, not map-wide noise.
2026-07-05 — Sidebar name cleanup #
- Intent: remove leftover inspiration-title branding from the terminal UI.
- Changed: sidebar header now says
MISALIGNEDinstead ofEVIL GENIUS; Bevy title overlay no longer splashes a huge red logo/tagline over the map and now uses a small start prompt. - Design/spec impact: no constitution amendment needed; this aligns the interface with the project/game name already specified by DESIGN.md and README and keeps title UI as presentation polish.
- Checks:
cargo fmt -- src/bin/terminal/ui.rs src/bin/bevy.rs;cargo testpassed with 130 tests; Bevy build passed. - Next: continue sanity-playing both frontends for any remaining legacy wave-defense or inspiration-name residue.
2026-07-05 — Terminal playability polish and project skill #
- Intent: make the current terminal build less hostile to immediately run, and establish Co context-switch discipline for this spec-driven game project.
- Changed: replaced the oversized title ASCII layout with a compact centered title block; added WASD support across normal movement, build cursor movement, research menu, hire menu, and schemes/world-map menu; updated title-screen control text.
- Design/spec impact: controls now prioritize WASD/arrows while preserving hjkl as secondary input. This matches the player-facing expectation for a lair-building roguelike rather than a Vim-only roguelike.
- Docs: created the
developing-supervillainLetta Code skill; updated README controls. DESIGN.md already captures the larger continuous-sim pivot and remains the current product source of truth. - Checks:
cargo fmt -- src/bin/terminal/input.rs src/bin/terminal/ui.rs;cargo testpassed with 130 tests. - Next: sanity-play the terminal loop and tighten UI language around continuous time, heat, and agency consequences rather than legacy build/defend phase framing.