Mathew 9b6638eb00
Deploy / deploy (push) Successful in 1m13s
Ajoute une couche de micro-animations sur tout le site
Deux courbes partagées dans lib/motion.ts, pour que le CSS et Framer
aient le même feeling, et quatre primitives que Tailwind ne sait pas
exprimer : reflet de bouton, halo qui suit le curseur, soulignement qui
se dessine, secousse d'erreur.

Nouveaux composants : Stagger (les collections se distribuent une par
une), Spotlight (trouve son parent tout seul, donc les cartes restent
des composants serveur), ScrollProgress, BackToTop, Parallax, Spinner,
CheckMark. Reveal accepte maintenant une direction.

Côté rendu : le trait de nav glisse d'un onglet à l'autre, les cartes
se soulèvent, le hero réagit au scroll, les piliers entrent en zig-zag,
la lightbox glisse dans le sens demandé et les formulaires répondent.

prefers-reduced-motion est respecté partout : Framer coupe via
useReducedMotion, le CSS via la media query déjà en place.

Le commit embarque aussi la réorganisation des composants par domaine
qui était en cours dans l'arbre de travail — les deux étaient trop
imbriquées pour être séparées proprement.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 16:04:41 +02:00
2026-06-22 23:03:02 +02:00
2026-06-22 23:03:02 +02:00
2026-06-22 23:03:02 +02:00

Highland Games Studio — Website

Marketing and devblog site for Highland Games Studio. Where summits become worlds.

Built with Next.js 16 (App Router), React 19, Tailwind CSS 4 and Framer Motion. Devblog posts are authored in MDX and rendered with next-mdx-remote.

Getting started

npm install
npm run dev

Open http://localhost:3000.

Scripts

Command Description
npm run dev Start the dev server
npm run build Production build
npm run start Serve the production build
npm run lint Run ESLint

Asset generation scripts (require sharp, already a devDependency):

node scripts/build-favicon.mjs   # favicon + app icon from the mountain mark
node scripts/build-wordmark.mjs  # transparent wordmark from "Full Logo.png"

Project structure

app/                      Routes, layouts, server actions, metadata (sitemap/robots/feed/OG)
app/components/ui/        Design-system primitives (Section, SectionHeading, ButtonLink, Logo…)
app/components/layout/    Navbar, Footer, SocialLinks
app/components/game/      GameCard, ScreenshotGallery
app/components/home/      Home hero
app/components/devblog/   PostList
app/components/forms/     ContactForm, Newsletter
content/devblog/          Devblog posts as .mdx (frontmatter: title, date, excerpt, tags, game)
lib/                      Data + helpers (games registry, devblog loader, site config, formatting)
public/                   Static assets (studio logos, game art, hero video)
scripts/                  One-off asset build scripts

Content lives in lib/, never in a page

  • lib/site.ts — studio identity, navigation, contact channels, social accounts, brand assets.
  • lib/games.ts — the games registry: title, description, genres, key art, banner and screenshots.

Pages read from these. That is what keeps the home page and /games/[slug] in sync — the featured block, the "From the workshop" gallery and the game page all render the same record.

Design rule: no text over artwork

The Emberwild key art is light cream and the in-game captures are bright green, so body text laid over them is unreadable at any gradient strength. Cards therefore put the image on one panel and the text on a solid bg-surface panel; the game page shows the banner alone and places the title underneath. Keep it that way when adding new layouts.

Adding a game or new screenshots

Drop the files in public/image/Games/<Game>/, then add or edit the entry in lib/games.ts:

{
  slug: "emberwild",
  title: "Emberwild",
  status: "in-development",     // in-development | coming-soon | released
  tagline: "One readable line.",
  description: "Full pitch, shown in the About block.",
  genres: ["Survival", "Crafting"],
  releaseWindow: "TBA",
  keyArt: "/image/Games/Emberwild/Cover.png",      // illustration, shown contained
  banner: "/image/Games/Emberwild/Capture_1.png",  // wide in-game shot, page banner
  screenshots: [
    { src: "/image/Games/Emberwild/Capture_2.png", caption: "Autumn treeline" },
  ],
}

The gallery, the home page teaser, /games, the sitemap and the JSON-LD all pick it up.

Configuration

Copy .env.example to .env.local and fill in the values.

  • Site URL — set NEXT_PUBLIC_SITE_URL per environment (used by metadata, sitemap, robots, RSS and JSON-LD). Defaults to https://highlandgamesstudio.com — see lib/site.ts.
  • Contact form (Resend) — the contact form sends email via Resend. Set RESEND_API_KEY, CONTACT_TO_EMAIL (who receives messages) and CONTACT_FROM_EMAIL (sender, must be on a domain verified in Resend). Without these, the form returns a friendly error instead of sending. See app/actions/contact.ts.

Adding a devblog post

Create a file in content/devblog/, e.g. 2026-06-01-my-post.mdx:

---
title: "My post title"
date: "2026-06-01"
excerpt: "One-line summary for listings and SEO."
author: "Highland Games Studio"
tags: ["devlog"]
game: "emberwild"
---

Your MDX content here.

Deployment

Pushes to master deploy to the Hetzner server via the Gitea Actions workflow (.gitea/workflows/deploy.yml), which SSHes in, pulls, builds, and restarts the PM2 process (highland, in /var/www/highland).

Requires these repo secrets (Gitea → repo → Settings → Actions → Secrets): SSH_HOST, SSH_USER, SSH_PORT, SSH_PRIVATE_KEY.

Server-side prerequisites (one-time):

  • A registered Gitea act_runner with the ubuntu-latest label.
  • /var/www/highland is a clone of this repo whose origin can pull the private Gitea repo non-interactively (deploy key or token in the remote URL).
  • Node + pm2 installed, with the app running as the highland process.

Known TODOs

See TODO.md for the full list. The two blockers are the 84 MB hero video (public/Video/Header_Video.mp4) and the social links, which are still unpublished (SOCIAL_LINKS in lib/site.ts — entries with href: null are hidden rather than rendered as dead # links).

S
Description
No description provided
Readme 97 MiB
Languages
TypeScript 93.7%
CSS 2.6%
JavaScript 2.3%
Shell 0.8%
MDX 0.6%