# 🏀 Basketball Tactics Board — Weekly Dev News **Sunday → Saturday (PT)** --- ## Part 1 — September (Weeks 1–4) --- ## Week of Aug 31 – Sep 6 ### "Idea → Repo → First pixel on screen" **Highlights** * Project officially created * Core vision locked: draw tactics fast + simulate like a game * Chose mobile-first + iPad-first strategy **Shipped** * GitHub repo setup * Project structure (`index.html`, `main.js`, `styles.css`) * Canvas renders first half-court background **Engineering** * Basic coordinate system * Static court lines drawn with canvas API * Manual refresh dev loop **Challenges** * Figuring out scaling across devices * Touch vs mouse behavior differences **Metrics** * Commits: 12 * Files: 3 * PRs: 0 **Next** * Player objects * Drag interactions --- ## Week of Sep 7 – Sep 13 ### "Players exist. Stuff moves. Brain happy." **Highlights** * First draggable players working * Offense/defense color system decided * Felt like a real tactics board for the first time **Shipped** * Player circles * Drag & drop * Snap-to-court boundaries * Basic toolbar **Engineering** * Player object model `{x, y, team, id}` * Re-render loop on interaction * Hit detection math **Fixes** * Drag jitter * Z-index overlap bugs **Metrics** * Commits: 18 * PRs: 1 * Files changed: 6 **Next** * Draw paths for movement * Save plays --- ## Week of Sep 14 – Sep 20 ### "Lines = plays = actually useful" **Highlights** * Movement paths added * First time drawing real sets (Horns, 5-Out) * Coaches could understand it instantly **Shipped** * Path drawing tool * Multi-segment lines * Color-coded routes * Eraser **Engineering** * Stored paths as arrays of points * Event listeners for draw mode vs move mode * Separate state for editing vs drawing **Fixes** * Path flicker * Touch scrolling conflicts **Metrics** * Commits: 21 * PRs: 2 * Issues closed: 4 **Next** * Presets * Export --- ## Week of Sep 21 – Sep 27 ### "Export = real product energy" **Highlights** * PNG export works clean * Can share plays outside the app * First "this could be used by teams" moment **Shipped** * High-res export button * Auto-crop canvas * Filename formatting **Engineering** * Offscreen canvas render * Scaling logic for retina screens * Clean white background pass **Fixes** * Blurry exports * Cropped edges **Metrics** * Commits: 15 * PRs: 1 * Files changed: 5 **Next** * Animation ideas * Playback research --- ## Part 2 — October (Weeks 5–8) --- ## Week of Sep 28 – Oct 4 ### "From drawing board → thinking like a game engine" **Highlights** * Decided plays shouldn't just be pictures — they should **run** * Invented the idea of timeline events (MOVE, PASS, etc.) * Architecture planning week (lots of whiteboard brain work) **Shipped** * Play data format draft * Saved plays as structured JSON * Internal "timeline" concept **Engineering** * Designed early `events[]` array * Each action becomes time-based instead of static * Began separating render vs logic layers **Challenges** * How to sync multiple players? * How to handle ball ownership? **Metrics** * Commits: 10 * PRs: 0 * Mostly refactors **Next** * First animation prototype --- ## Week of Oct 5 – Oct 11 ### "First movement animation (lowkey hype week)" **Highlights** * Players finally move automatically * First time hitting 60fps smooth motion * Looks like a mini basketball video game now **Shipped** * Basic playback loop * Linear interpolation between points * `tick()` frame engine * Start/stop functions **Engineering** * `requestAnimationFrame` * Delta-time updates * Position lerp math **Fixes** * Stutter on slower devices * Desync after long runs **Metrics** * Commits: 19 * PRs: 2 * Files changed: 7 **Next** * Ball logic * Passing system --- ## Week of Oct 12 – Oct 18 ### "Ball physics + possession brain" **Highlights** * Pass animations added * Ball now flies in arcs (not just teleport) * Possession switching works **Shipped** * Parabolic pass path * Ball object * Possession state * Delay timing between actions **Engineering** * Quadratic curve math for arc * `from → to` event structure * Locked user interaction during playback **Fixes** * Ball clipping through players * Double-pass bugs **Metrics** * Commits: 22 * PRs: 2 * Issues closed: 5 **Next** * Clean UI * Better controls --- ## Week of Oct 19 – Oct 25 ### "Refactor + adult engineering week" **Highlights** * Cleaned messy prototype code * Modularized playback system * Prepping for real feature scaling **Shipped** * Separated engine functions * Organized folders * Simplified state management **Engineering** * `startReplay() / stopReplay()` * Centralized timeline compiler * Removed duplicate render logic **Vibe** Not flashy. No big demo moments. But codebase got 10× healthier. Future Charlie thanks present Charlie. **Metrics** * Commits: 14 * PRs: 1 * Mostly refactor work **Next** * Official Playback MVP * UI controls --- ## Part 3 — November (Weeks 9–13) --- ## Week of Oct 26 – Nov 1 ### "Turning prototype into something launchable" **Highlights** * Playback stabilized enough to feel demo-ready * Timeline system cleaned up * Started thinking like: "what would a coach actually click?" **Shipped** * Reset positions on stop * Better state restore * Cleaner initial layout **Engineering** * Snapshot system for starting positions * Replay rebuild on every run * Removed lingering ghost objects **Fixes** * Players stacking after stop * State not resetting correctly **Metrics** * Commits: 11 * PRs: 1 **Next** * Full Playback MVP push --- ## Week of Nov 2 – Nov 8 ### 🎬 "Playback Phase A — the BIG milestone" **Highlights** * Official first real **Run Play** feature * Players follow drawn routes automatically * Ball passes between teammates * This is when the app stopped being a drawing toy **Shipped** * RUN events * PASS events * Ball arc flight * 60fps replay * Playback button **Engineering** * Compiled routes → animation segments * Nearest-player detection * Interaction disabled during playback **Vibe** Massive dopamine week. Clicked "Playback" and watched the whole offense run itself. Felt like building a tiny NBA 2K tactics mode 😂 **Metrics** * Commits: 27 * PRs: 3 * Files changed: 12 **Next** * Pause / Resume * Controls bar --- ## Week of Nov 9 – Nov 15 ### "Bug-fixing gauntlet" **Highlights** * Fixed 10+ weird edge cases * Timing bugs murdered * Stability massively improved **Fixes** * Teleporting players * Double pass triggers * Playback freezing mid-run * Interaction during play **Engineering** * Defensive state guards * Clear ownership switching * Recompiled timeline on every run **Vibe** Painful but necessary. This week was "engineering discipline mode." **Metrics** * Commits: 20 * Issues closed: 9 **Next** * UX polish --- ## Week of Nov 16 – Nov 22 ### "Make it feel smooth" **Highlights** * Movement looks cleaner * Less jitter * Less robotic **Shipped** * Path smoothing experiments * Speed normalization * Better frame timing **Engineering** * Segment sampling * Constant-speed approximation * Removed frame dependency **Fixes** * Fast/slow player drift * Path snapping **Metrics** * Commits: 16 **Next** * Real playback controls --- ## Week of Nov 23 – Nov 29 ### "Planning Phase B (Thanksgiving brain week)" **Highlights** * Designed proper replay bar UI * Planned seekbar + speed control * Thinking more like "video player" **Shipped** * Control bar mockups * Timeline duration math * Playback architecture rewrite plan **Engineering** * `durationMs` calculations * Time-based replay (not frame-based) * Prep for seeking support **Vibe** Less coding, more system design. Feels like leveling up from "student project" → "real software." **Metrics** * Commits: 9 **Next** * Implement Phase B controls --- ## Part 4 — December (Weeks 14–18) **Note:** December weeks not yet documented. The log jumps from November to January. --- ## Part 5 — January (Weeks 19–21) --- ## Week of Jan 4 – Jan 10 ### "Back from break — tighten everything" **Highlights** * Stability-first week * Cleaned leftover weirdness from December * Playback now feels super consistent across devices **Shipped** * Minor UI polish * Reset logic improvements * Cleaner button behavior **Engineering** * Reduced redundant renders * Centralized replay state * Memory cleanup on stop **Fixes** * Rare freeze on multiple replays * Slight seekbar desync * Interaction leakage **Vibe** Not flashy, but super satisfying. App just feels "solid." Less janky. More professional. **Metrics** * Commits: 14 * Issues closed: 6 **Next** * Start adding intelligence, not just animation --- ## Week of Jan 11 – Jan 17 ### "From animation → analysis (big brain week)" **Highlights** * Started designing scoring system * Thinking beyond visuals into **tactical intelligence** * First ideas for spacing/conflict metrics **Shipped** * Data model upgrades * Timeline compile improvements * Prep hooks for scoring **Engineering** * Structured PlayJSON more cleanly * Normalized coordinates (-1..1) * Easier math for evaluation * Added internal event tags **Product Thinking** This week was less coding, more strategy: * How do we grade spacing? * How do we detect collisions? * How can AI suggest improvements? This is where the app starts becoming **smart**, not just pretty. **Vibe** Felt like switching from "frontend dev" → "AI engineer." **Metrics** * Commits: 17 * PRs: 2 **Next** * Rule-based scoring MVP --- ## Week of Jan 18 – Jan 24 ### 🏁 "Locked-in MVP energy (pre-Jan 25 Sunday)" **Highlights** * Playback fully stable * Timeline system battle-tested * Ready to build Phase C (Scoring + One-Click Run) **Shipped** * Performance tuning * Smoother playback at 2× speed * Final bug sweeps * Cleaner presets **Engineering** * Frame drop reduction * Seek accuracy improvements * State rebuild correctness * Small refactors to prep scoring engine **Fixes** * Rare possession glitch mid-seek * Speed switch hiccup * Stop → replay timing edge case **Vibe** Lowkey crazy thinking about it: Back in September → blank canvas Now → full tactics simulator with smooth replay + controls Feels like a real product, not a class project. You can honestly demo this to a coach and they'd actually use it. **Metrics** * Commits: 22 * PRs: 2 * Files touched: a lot 😆 **Next (Phase C)** * Spacing score * Conflict detection * "One-click Run" tactical evaluation * AI suggestions --- ## Part 6 — April 2026 (Live Repo Updates) --- ## Week of Apr 13 – Apr 19 ### "Cache freshness hardening + reliability cleanup" **Highlights** * Improved weekly GitHub cache freshness handling * Tightened fallback behavior for status/copy rendering * Focused on reliability and content freshness pipeline **Shipped** * Cache refresh workflow updates * Lifepage fallback status alignment fixes * Freshness window consistency fixes **Engineering** * Hardened local refresh logic for weekly windows * Reduced stale-state mismatch between cache timestamps and UI labels * Kept refresh outputs deterministic for automation runs **Fixes** * Fallback status copy mismatch * GitHub cache freshness alignment edge cases **Metrics** * Commits: 4 * PRs: 0 * Files changed: 9 **Next** * Restore live GitHub API/connector access for non-local contribution counts * Continue weekly log + release automation with Sunday → Saturday windows --- # 📊 Summary **Total Coverage:** August 31, 2024 – April 19, 2026 **Total Weeks:** 17 documented (22 total in coverage range; Dec Weeks 14-18 missing) **Format:** Sunday → Saturday (PT) **Major Milestones:** - Week 1-4 (Sep): Drawing board foundations - Week 5-8 (Oct): Animation engine development - Week 9-13 (Nov): Playback Phase A & stabilization - Week 14-18 (Dec): *Not yet documented* - Week 19-21 (Jan): Analysis & intelligence features