PLAN.md: phased zombie-mode expansion plan for follow-up implementation

Five phases, each independently shippable with verify recipes: tighter
shooting loop, multi-kill umpire fanfare, procedural gore piles, bomb
balls delivered by ball boys, horde waves with machine-gun racket.
Racket zombies deferred to a design checkpoint (Phase 6, not first cut).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-07-11 21:37:04 +02:00
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@@ -38,7 +38,12 @@ Two runtime-only import cycles (documented in headers): input↔gameplay, zombie
Ball boys mop gore they pass. HUD shows THEM instead of CPU.
- Balance knobs in TUNE (T panel): zSpeed, zSpawnEvery, zMax, zSplatQ, zPushback.
## ACTIVE TASK — all four items from Oliver's feedback round are DONE and VERIFIED
## NEXT UP — PLAN.md
The zombie-mode expansion (tighter shot loop, multi-kill fanfare, gore piles, bomb balls,
horde waves + machine-gun racket, racket zombies later) is fully planned in PLAN.md —
phased, with per-phase verify recipes. Implement it phase by phase, push after each.
## PREVIOUS TASK — all four items from Oliver's feedback round are DONE and VERIFIED
(serve cadence · flick-aim anywhere incl. over the net · zombie speed ramp · eaten):
1. **Serve cadence — verified.** Dead splatter ball → 15 frames (0.25s) to next pretoss;