diff --git a/docs/concept.md b/docs/concept.md index 3aa8f45..910efca 100644 --- a/docs/concept.md +++ b/docs/concept.md @@ -14,17 +14,17 @@ A single-player asymmetric game inspired by DOTA's wave/tower structure, combine ## Game World Layout (left to right) 1. **Asteroid** — the player's factory and shipyards are built here. The HQ sits at the asteroid's right edge. -2. **Player defence stations** — automatically engage approaching enemies; can be destroyed. -3. **Enemy defence stations** — the push target; mark the right boundary of the scrollable area. +2. **Player defence stations** — automatically engage approaching enemies; can be destroyed by the enemy. +3. **Enemy defence stations** — the push target; can be destroyed by the player; mark the right boundary of the scrollable area. 4. **Enemy spawn area** — waves originate from off-screen to the right. ## Factory & Belts -- Factory buildings are placed from a queue and constructed one at a time, each taking some time to complete. +- Factory buildings placed by the player are queued and constructed one at a time, each taking some time to complete. - The crafting/production tree is defined in a config file so it can be extended without code changes. - Materials are transported between buildings using belts (straight, curved) and splitters. - Buildings accept any material delivered by belts feeding into them; there are no labeled input ports. Each building has one fixed output port. -- A building's input buffer holds up to twice the amount needed for one production cycle of the selected recipe. +- Each building's input buffer can hold up to twice the amount needed for one production cycle of the selected recipe. ## Resources & Building Blocks