diff options
Diffstat (limited to 'requirements')
| -rw-r--r-- | requirements/milestones.org | 26 |
1 files changed, 19 insertions, 7 deletions
diff --git a/requirements/milestones.org b/requirements/milestones.org index 87b198b..7cc2e89 100644 --- a/requirements/milestones.org +++ b/requirements/milestones.org @@ -187,13 +187,25 @@ Goal: There's a reactor to destroy, and a real economy to build it with. Goal: The dummy fort on the right is a hand-crafted target. The map has metal deposits and a complete layout. -- [X] Dummy fort pre-built structure -- =data/mods/enemy-fort/= builds a - triangulated fort at x=25..29 with the enemy reactor inside. Wood only; - no bg-brace or ropes in it yet. -- [~] Map layout: metal deposits on both sides exist (=data/map.lua=), but the - terrain is still a flat half-plane, not a real heightmap. -- [~] Player starting area: player reactor + nearby deposits on the left; there - is no pre-built starter shell. +- [X] Dummy fort pre-built structure -- every map in =data/maps.lua= ships a + triangulated enemy fort, now using armour faces and (Iron Bastion) + bg-brace interior bracing. +- [X] Selectable maps: three scenarios chosen live from the Dev panel's "Map" + section, which rebuilds the world via =build_map()=. Maps carry their own + ground height, deposits, devices, weapon spawns and structures. + Proving Ground (36 struts) is the simple default; Iron Bastion (62: walled + keep, armoured outer wall, curtain bridge, bg-brace interior) and The + Narrows (40: two three-storey redoubts) are the larger ones. +- [X] Headless map soak test (=tools/sim_check.cpp=, =make sim-check=): settles + every map with the game's tick order and fails if any fort loses struts. + Added after a stale-topology bug shipped forts that collapsed on load. +- [~] Map layout: metal deposits on both sides of every map, but the terrain is + still a flat half-plane. =ground_level= moves the plane up and down (The + Narrows sits at 2.0) yet cannot change its SHAPE -- that needs a real + heightmap and is the remaining M6 work. +- [X] Player starting area: each map places the player reactor, nearby deposits, + a small triangulated starter deck and the weapon spawns on top of it (the + deck also gives firing recoil something to shove against). - [~] Visual polish: materials are visually distinct and can load real Forts art (see CLAUDE.md section 5); no sky backdrop is drawn yet. |
