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-rw-r--r--research/gameplay-gaps.org47
1 files changed, 27 insertions, 20 deletions
diff --git a/research/gameplay-gaps.org b/research/gameplay-gaps.org
index c6d1b17..fb02b4f 100644
--- a/research/gameplay-gaps.org
+++ b/research/gameplay-gaps.org
@@ -35,6 +35,9 @@ Since the first draft of this document we also have:
restart on R.
- *Bring-your-own Forts art*: =texture_forts= paths load real sprites from the
player's own install, falling back to the CC0 placeholders.
+- *Armour* (build mode 4): HP 400, 25% stiffer, 2x mass, never burns.
+- *Per-material build costs*, enforced: you cannot place what you cannot afford.
+- *Firing recoil*: a shot shoves the firing structure back, not just the target.
* MISSING — grouped by system, each with the in-game reference
@@ -100,9 +103,12 @@ swarm missiles (guided), missile launcher, 20mm cannon, cannon, flak
(beam). Notable *mechanics* we lack: point-defence (shoot down incoming shells),
guided/tracking projectiles, hitscan (machinegun/sniper), EMP disable.
-** 6. Building materials we lack
-=materials/building_materials.lua=: *armour* (HP 400, +25% stiffness, 2x mass —
-kinetic tank), *door* (openable/closable, blocks then opens for your own fire),
+** 6. Building materials we lack [PARTIAL — armour landed]
+DONE: *armour* (HP 400, +25% stiffness, 2x mass, does not burn, 18x wood's metal
+cost) is build mode 4. The rest of this list still stands.
+
+=materials/building_materials.lua=: *door* (openable/closable, blocks then opens
+for your own fire),
*energy shield* (reflects beams/plasma, warmup), *metal beam*, *camo*, *solar*
(energy on the strut), *fuse* (relays fire slowly). We have wood/bg/rope only.
Doors and shields are real tactical mechanics (open to shoot, shield vs lasers).
@@ -117,8 +123,10 @@ Doors and shields are real tactical mechanics (open to shoot, shield vs lasers).
- Cannon/weapons cost energy+metal PER SHOT (EnergyFireCost) — firing is
resource-limited, not just reload-limited. DONE for energy (=energy_cost= per
weapon); the per-shot METAL cost is still missing.
-- Recoil/kickback pushes the fort (we apply knockback to targets only, not
- recoil to the firing structure — Forts Recoil 600000, KickbackMean 40).
+- Recoil/kickback pushes the fort — DONE: each shot applies a velocity kick to
+ the firing structure along -aim (=BuildGraph::apply_recoil=), separate from the
+ knockback dealt to targets. Per-weapon =recoil= in data, tunable in the Dev
+ panel; the beam laser has none.
- Spotters: sniper reveals targets and guides swarm missiles.
- Fire-clearance: a weapon won't fire if its own structure blocks the muzzle
(MinFireClearance) — prevents shooting through your own fort.
@@ -148,8 +156,9 @@ Mapping the above onto the (already-reordered) milestones:
| Resource economy (mine/turbine/store) | M5 | DONE (no mine2/turbine2/store) |
| Per-shot energy cost | M4 | DONE (metal-per-shot missing) |
| Devices framework (mount on struts) | M5/M6 | not mounted on strut graph |
-| Armour + Door + Shield materials | M4/M7 | data-driven, small each |
-| Firing recoil on the shooter | M4 | small, faithful, not started |
+| Armour material | M4/M7 | DONE (build mode 4) |
+| Firing recoil on the shooter | M4 | DONE (per-weapon, in data) |
+| Door + Shield materials | M7 | need mechanics, not just data |
| More weapons (mortar/flak/mg/missile) | M4 | point-defence + guided are new |
| Repair + Recycle | M7 | resource-cost actions |
| Tech tree + Upgrades | post-v0.1 | big; build-order strategy |
@@ -159,21 +168,19 @@ Mapping the above onto the (already-reordered) milestones:
* Smallest high-value next steps (concrete)
-Items 1 and 2 of the original list (reactor + win/loss, real resources) are DONE;
-what follows is the refreshed queue.
+Reactor + win/loss, real resources, armour and firing recoil are all DONE; what
+follows is the refreshed queue.
-1. *Armour material*: data-only addition to =data/materials.lua= (Forts armour is
- HP 400, +25% stiffness, 2x mass). The material system already has every field
- it needs, and =materials/armor.tga= is a TGA, so =texture_forts= picks up the
- real sprite for free. Cheapest real gameplay depth available.
-2. *Firing recoil*: apply an impulse to the FIRING structure, not just the target
- (Forts Recoil 600000, KickbackMean 40). The knockback machinery already
- exists; this is a few lines and makes combat feel like Forts.
-3. *Mount devices on the strut graph*: attach devices to nodes so cutting the
+1. *Mount devices on the strut graph*: attach devices to nodes so cutting the
supports drops them. Unlocks the second victory path in #1 and makes reactors
- killable by collapse, which is a signature Forts moment.
-4. *Door material*: toggles =blocks_projectiles= so you can open to shoot and
+ killable by collapse, a signature Forts moment. This one root cause blocks
+ three separate gaps, so it buys the most per unit of work.
+2. *Fire damages devices*: Forts burns devices at 2.5 hp/s, 5x the 0.5 hp/s it
+ does to struts. We do not damage devices with fire at all.
+3. *Door material*: toggles =blocks_projectiles= so you can open to shoot and
close to tank. Needs a small mechanic, not just data.
-5. *Mortar or flak*: the next weapons. Flak brings a genuinely new mechanic
+4. *Mortar or flak*: the next weapons. Flak brings a genuinely new mechanic
(point-defence intercepting incoming shells); mortar is a high-arc,
high-building-damage counterpart to the cannon.
+5. *Per-shot metal cost*: firing charges energy but not metal (Forts charges
+ both). A one-line data + deduction change.