32 lines
1.3 KiB
Markdown
32 lines
1.3 KiB
Markdown
# Changelog
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All notable changes to PolyCity are documented here.
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## 1.0.0 — initial public release
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### Gameplay
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- Procedurally generated island maps with rivers, beaches and forests
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- RCI zoning with demand-driven development and a three-tier density ladder
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- City-wide power grid (coal / solar / wind, coastal wind bonus) with
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farthest-first brownouts
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- Land value model (services, pollution, waterfront, leisure) driving upgrades
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- Service buildings: police, fire, hospital, school, park, plaza, stadium
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- Pollution-driven fires that spread unless covered by fire stations
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- Tornado disasters that flatten streets into rubble (toggleable)
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- Budget with live tax slider, itemized income/upkeep ledger
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- Happiness, RCI demand bars, milestones up to Megalopolis, quest onboarding
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- Traffic agents flowing along the road network
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- Day/night cycle with lit windows at night
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### Systems
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- Autosave plus 3 manual slots, JSON export/import
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- PWA: installable, offline play via service worker
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- Adaptive render resolution for weak GPUs; optional shadows
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- Touch controls: one-finger paint, two-finger orbit/zoom
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### Quality
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- 45-assertion engine test suite (pure Node)
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- 40-year economy soak test (11 assertions)
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- Headless browser end-to-end smoke test
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- GitHub Pages workflow + Netlify config for one-click publishing
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