7.8 KiB
7.8 KiB
Development Guide - Neural Nexus
Table of Contents
- Project Overview
- Architecture
- Technology Stack
- Development Setup
- Project Structure
- Development Workflow
- Game Design Guidelines
- Code Standards
- Testing Strategy
- Performance Guidelines
- Deployment Process
- Troubleshooting
Project Overview
Vision
Neural Nexus is a modern HTML5 puzzle game that challenges players to connect neural network nodes in specific patterns. We're building an engaging, visually appealing game that combines contemporary themes with accessible gameplay mechanics.
Goals
- Primary: Create a polished, addictive puzzle game with 50+ levels
- Secondary: Achieve smooth 60fps performance across all modern devices
- Success Metrics:
- 5+ minute average session time
- 80%+ level completion rate for first 10 levels
- <3 second load time on mobile devices
Target Users
- Primary Users: Casual puzzle game players aged 16-45
- Use Cases: Quick gaming sessions, brain training, stress relief
- User Needs: Engaging mental challenge without complexity overload
Architecture
System Design
┌─────────────────┐ ┌─────────────────┐
│ Game UI │────▶│ Game State │
│ (Canvas/HTML) │ │ Manager │
└─────────────────┘ └─────────────────┘
│ │
▼ ▼
┌─────────────────┐ ┌─────────────────┐
│ Render Engine │ │ Game Logic │
│ (Canvas 2D API) │ │ (Nodes/Levels) │
└─────────────────┘ └─────────────────┘
│ │
▼ ▼
┌─────────────────┐ ┌─────────────────┐
│ Input Handler │ │ Local Storage │
│(Mouse/Touch) │ │ (Save Data) │
└─────────────────┘ └─────────────────┘
Component Relationships
- Game State: Central store for level progress, score, timer
- Rendering: Canvas-based with CSS for UI overlays
- Input System: Unified mouse/touch handling for connections
- Game Objects: Node and Connection classes with physics
Design Decisions
| Decision | Choice | Rationale |
|---|---|---|
| Graphics API | Canvas 2D | Excellent performance, wide compatibility, simpler than WebGL |
| State Management | Single Global Object | Sufficient for game scope, easy debugging |
| Input Handling | Event-based | Responsive feel, works across devices |
| Styling | CSS + Canvas | Leverage CSS for UI, Canvas for game graphics |
Technology Stack
Core Technologies
- Frontend: Vanilla HTML5, JavaScript ES6+, CSS3
- Graphics: Canvas 2D API with CSS animations
- Architecture: Object-oriented game components
- Storage: LocalStorage for save data and preferences
Key Libraries
{
"dependencies": {
"No external dependencies": "Vanilla JS for maximum performance and control"
}
}
Development Tools
- Browser DevTools: Performance profiling and debugging
- Testing: Manual testing across browsers and devices
- Version Control: Git with feature branching
- Performance: Lighthouse for optimization audits
Game Design Guidelines
Core Mechanics Principles
- Clarity: Player immediately understands connection system
- Progressive Difficulty: Each level introduces manageable challenge increase
- Feedback: Visual and audio cues for all player actions
- Flow State: Difficulty curve maintains engagement without frustration
Level Design Standards
// Level generation guidelines
const levelDesign = {
nodes: {
minimum: 3,
maximum: 12,
progression: "gradual increase with occasional easier levels"
},
connections: {
formula: "nodeCount - 1 + Math.floor(level / 3)",
maxComplexity: "avoid overly complex patterns"
},
timing: {
baseTime: 60,
adjustment: "decrease by 2 seconds every 3 levels",
minimum: 30
}
};
Visual Design Patterns
/* Color scheme consistency */
:root {
--primary-cyan: #00d4ff;
--secondary-magenta: #ff00ff;
--success-green: #00ff64;
--warning-orange: #ff6400;
--background-dark: #0a0a0a;
--surface-glass: rgba(255, 255, 255, 0.1);
}
Performance Guidelines
Target Metrics
- Frame Rate: 60fps on desktop, 30fps+ on mobile
- Load Time: <3 seconds on 3G connection
- Memory Usage: <50MB on mobile devices
- Bundle Size: <1MB total (including assets)
Optimization Techniques
- Rendering Optimization
// Efficient canvas clearing function clearCanvas() { ctx.clearRect(0, 0, canvas.width, canvas.height); // Better than: ctx.fillRect() for transparency } // Object pooling for particles class ParticlePool { constructor(size = 100) { this.pool = []; this.active = []; for (let i = 0; i < size; i++) { this.pool.push(new Particle()); } } acquire() { return this.pool.pop() || new Particle(); } release(particle) { particle.reset(); this.pool.push(particle); } }
Testing Strategy
Manual Testing Checklist
**Core Functionality:**
- [ ] Node connections work with mouse
- [ ] Node connections work with touch
- [ ] Level progression advances correctly
- [ ] Score calculation accurate
- [ ] Timer counts down properly
- [ ] Game over conditions trigger
**Performance Testing:**
- [ ] 60fps on Desktop Chrome/Firefox/Safari
- [ ] 30fps+ on mobile devices
- [ ] No memory leaks after 10+ levels
- [ ] Smooth animations during gameplay
**Device Compatibility:**
- [ ] Desktop: Windows/Mac/Linux browsers
- [ ] Mobile: iOS Safari, Android Chrome
- [ ] Tablet: iPad, Android tablets
- [ ] Various screen sizes and orientations
Troubleshooting
Common Development Issues
Performance Problems
Problem: Game running slowly, stuttering animations
// Debug: Check frame time
function debugFrameTime() {
const times = [];
let lastTime = performance.now();
function measureFrame() {
const now = performance.now();
times.push(now - lastTime);
lastTime = now;
if (times.length > 60) {
const avg = times.reduce((a, b) => a + b) / times.length;
console.log(`Average frame time: ${avg.toFixed(2)}ms`);
times.length = 0;
}
requestAnimationFrame(measureFrame);
}
measureFrame();
}
Solutions:
- Reduce particle count
- Optimize drawing operations
- Use
requestAnimationFrameproperly - Check for memory leaks
Touch Controls Not Working
Problem: Mobile touch events not registering properly
// Solution: Prevent default touch behavior
canvas.addEventListener('touchstart', (e) => {
e.preventDefault(); // Prevent scrolling
// Handle touch
}, { passive: false });
canvas.addEventListener('touchmove', (e) => {
e.preventDefault(); // Prevent scrolling
// Handle drag
}, { passive: false });
Remember: This is a living document. Update it as the game evolves and you discover new patterns or solutions!