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| author | Emil A. Overbeck <emil.a.overbeck@gmail.com> | 2026-07-19 03:14:53 +0200 |
|---|---|---|
| committer | Emil A. Overbeck <emil.a.overbeck@gmail.com> | 2026-07-19 03:14:53 +0200 |
| commit | c217861ab62987b798835194786dc99424e1804e (patch) | |
| tree | 37baf5b0a9ae9141da4556515caccedc7b5ab6dc /requirements/milestones.org | |
| parent | d42411ef884484c9c49482dd944a8394e78d8e15 (diff) | |
| download | forts_clone-c217861ab62987b798835194786dc99424e1804e.tar.gz forts_clone-c217861ab62987b798835194786dc99424e1804e.zip | |
Recoil and armor
Diffstat (limited to 'requirements/milestones.org')
| -rw-r--r-- | requirements/milestones.org | 15 |
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] |
