diff options
Diffstat (limited to 'research')
| -rw-r--r-- | research/gameplay-gaps.org | 47 |
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. |
