small manual improvements
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@@ -14,17 +14,17 @@ A single-player asymmetric game inspired by DOTA's wave/tower structure, combine
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## Game World Layout (left to right)
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1. **Asteroid** — the player's factory and shipyards are built here. The HQ sits at the asteroid's right edge.
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2. **Player defence stations** — automatically engage approaching enemies; can be destroyed.
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3. **Enemy defence stations** — the push target; mark the right boundary of the scrollable area.
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2. **Player defence stations** — automatically engage approaching enemies; can be destroyed by the enemy.
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3. **Enemy defence stations** — the push target; can be destroyed by the player; mark the right boundary of the scrollable area.
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4. **Enemy spawn area** — waves originate from off-screen to the right.
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## Factory & Belts
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- Factory buildings are placed from a queue and constructed one at a time, each taking some time to complete.
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- Factory buildings placed by the player are queued and constructed one at a time, each taking some time to complete.
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- The crafting/production tree is defined in a config file so it can be extended without code changes.
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- Materials are transported between buildings using belts (straight, curved) and splitters.
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- Buildings accept any material delivered by belts feeding into them; there are no labeled input ports. Each building has one fixed output port.
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- A building's input buffer holds up to twice the amount needed for one production cycle of the selected recipe.
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- Each building's input buffer can hold up to twice the amount needed for one production cycle of the selected recipe.
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## Resources & Building Blocks
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