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authorEmil A. Overbeck <emil.a.overbeck@gmail.com>2026-07-19 03:14:53 +0200
committerEmil A. Overbeck <emil.a.overbeck@gmail.com>2026-07-19 03:14:53 +0200
commitc217861ab62987b798835194786dc99424e1804e (patch)
tree37baf5b0a9ae9141da4556515caccedc7b5ab6dc /requirements/milestones.org
parentd42411ef884484c9c49482dd944a8394e78d8e15 (diff)
downloadforts_clone-c217861ab62987b798835194786dc99424e1804e.tar.gz
forts_clone-c217861ab62987b798835194786dc99424e1804e.zip
Recoil and armor
Diffstat (limited to 'requirements/milestones.org')
-rw-r--r--requirements/milestones.org15
1 files changed, 11 insertions, 4 deletions
diff --git a/requirements/milestones.org b/requirements/milestones.org
index 3aeb4a9..a2cabe8 100644
--- a/requirements/milestones.org
+++ b/requirements/milestones.org
@@ -130,7 +130,8 @@ This is the purely-structural half of Forts destruction (no weapons yet).
the ground surface is removed (+ explosion puff), taking its edges with it
- [X] Disconnection -> fall -> destroy: a chunk that loses its path to a
foundation simply falls under gravity and dies on the ground
-- [X] Materials: wood, background bracing, ropes (tension-only)
+- [X] Materials: wood, background bracing, ropes (tension-only), armour
+ (HP 400, 25% stiffer, 2x mass, never burns -- build mode 4)
- [X] Per-strut HP pool (separate from stress) -- delivered in M4
- [X] Fire (damage-over-time, strut-to-strut spread) -- delivered in M4
@@ -153,10 +154,13 @@ models (per-strut HP and radius splash) plus fire.
- [X] Fire system: ignition flag, damage-over-time, spread along the graph,
burns background bracing faster (the counter to the bg-brace trick)
+- [X] Firing recoil: each shot shoves the FIRING structure back along -aim
+ (=BuildGraph::apply_recoil=, per-weapon =recoil= in data/weapons.lua;
+ the beam laser has none). Tunable live in the Dev panel.
+
Still missing from the vanilla roster / mechanics (see gameplay-gaps.org #5, #8):
mortar, flak + point-defence, machinegun/sniper (hitscan), guided swarm
-missiles, EMP, and per-shot RECOIL on the firing structure (we apply knockback
-to targets only).
+missiles, EMP, and the per-shot METAL cost (only energy is charged).
* M5: Reactor, Resources & Game Loop [MOSTLY DONE]
@@ -172,7 +176,10 @@ Goal: There's a reactor to destroy, and a real economy to build it with.
surviving =is_core= device. The collapse path needs devices mounted on
the graph (see M6 / gameplay-gaps.org #3).
- [X] Resource system (deferred from M2): mines on metal deposits, wind
- turbines for energy, generation rates, storage caps, build/fire costs
+ turbines for energy, generation rates, storage caps, build/fire costs.
+ Build costs are now PER-MATERIAL (=cost_metal= / =cost_energy= in
+ data/materials.lua) and enforced -- you cannot place a strut you cannot
+ afford, which is what makes armour's 18x metal price a real choice.
- [X] Win/lose condition + restart (R key)
* M6: Dummy Fort & Map [PARTIAL]