From 521b5da83485a956811fc510cba9f139acad8b26 Mon Sep 17 00:00:00 2001 From: "Emil A. Overbeck" Date: Sun, 19 Jul 2026 04:19:48 +0200 Subject: New maps and map selector --- research/gameplay-gaps.org | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) (limited to 'research/gameplay-gaps.org') diff --git a/research/gameplay-gaps.org b/research/gameplay-gaps.org index fb02b4f..0d28e80 100644 --- a/research/gameplay-gaps.org +++ b/research/gameplay-gaps.org @@ -38,6 +38,8 @@ Since the first draft of this document we also have: - *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. +- *Three selectable maps* with their own forts, deposits and ground height, + switchable live from the Dev panel. * MISSING — grouped by system, each with the in-game reference @@ -136,8 +138,13 @@ Doors and shields are real tactical mechanics (open to shoot, shield vs lasers). (e.g. Firebird halves fire spread & double-extinguishes on her forts). Huge matchup variety. Purely a post-v1 concern but defines Forts' identity. -** 10. Map / world systems -- Metal *deposits* embedded in terrain (mine targets) — we have none. +** 10. Map / world systems [PARTIAL] +DONE: three selectable maps (=data/maps.lua=), switchable at runtime from the +Dev panel, each carrying its own ground height, deposits, devices, weapon spawns +and prebuilt forts. STILL MISSING: the terrain SHAPE. =ground_level= only slides +a flat half-plane up and down, so everything below is still open. + +- Metal *deposits* embedded in terrain (mine targets) — DONE, per map. - Terrain shape + foundation material chosen by ground *slope angle* (StandardNode.Foundations brackets by angle). Ours is a flat half-plane. - No-build zones, destructible terrain, water/buoyancy (High Seas DLC). -- cgit v1.3