maniator / maniator/verticopolis
[Feature]: [P3] Overview map window (1994 parity capability)
Nobody has claimed this yet.
- Dominant language
- TypeScript
- Stars
- 5
- Forks
- 1
- PR merge metrics
- No merged PRs in 30d
Description
Imported from the engineering backlog (
_bmad-output/implementation-artifacts/backlog.md, storyoverview-map).
Priority P3 (do-first order) | Severity: n/a | Status: idea | Epic: SimTower parity | Type: feature-request | Recorded: 2026-07-08
Problem / motivation
Gated: needs a spec. Owner-requested 2026-07-08 after seeing the real game via the SimTower Wine harness (tools/simtower/). The 1994 game has an overview MAP window, a zoomed-out schematic of the whole tower (floors as rows, facilities color-coded, a viewport rectangle) for navigating tall towers. Add a minimap/overview UI: compact tower schematic, color-per-facility, drag/click to jump the camera. Pairs with tall-tower camera work. Open design call: DOM chrome vs engine-drawn world UI (see the ui-layer diegesis split, #editor/#inspector precedent).
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with the overview-map story in _bmad-output/implementation-artifacts/backlog.md and inspect the SimTower Wine harness under tools/simtower/. Resolve the open DOM-chrome versus engine-drawn UI choice using the #editor/#inspector precedent, then define completion around a compact facility-colored tower schematic, a viewport rectangle, and drag/click camera navigation.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- typescript
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Quiet
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100