concept iteration
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@@ -25,8 +25,9 @@ A single-player asymmetric game inspired by DOTA's wave/tower structure, combine
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- Buildings are placed in a queue and constructed one at a time; each building takes time to complete.
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- The crafting/production tree is defined in a config file so it can be extended later without code changes.
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- The factory is simpler than Factorio in depth but follows the same production-chain principle.
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- Materials are transported between buildings manually using **belts**.
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## Resources
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## Resources & Building Blocks
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Two sources feed the same production tree:
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@@ -35,6 +36,13 @@ Two sources feed the same production tree:
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- Scrap can be smelted into the same basic materials as mined ores.
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- A dedicated **Reprocessing Plant** building can extract higher-level intermediate products from scrap (with fixed probabilities per product type), bypassing parts of the normal crafting chain.
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**Building Blocks** are the one globally shared resource:
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- An assembler recipe turns input materials into building blocks.
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- Building blocks are transported via belts into the HQ, where they are added to the global building blocks stock.
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- The global building blocks stock is the only global inventory; all other materials exist only in buildings and on belts.
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- Building blocks are spent to place new factory buildings and to unlock new asteroid columns (see Asteroid Expansion).
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## Ships & Shipyards
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- Shipyards are built at the edge of the asteroid.
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@@ -46,22 +54,30 @@ Two sources feed the same production tree:
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- **Repair ships** — fly out and repair damaged player defence stations and other player ships in the field.
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- If the player's ships are all destroyed, enemy ships advance unhindered toward the player's defence stations and then the asteroid.
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## Enemy Waves
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## Enemy Waves & Difficulty Scaling
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- Waves spawn continuously over a period of several seconds, then there is a gap before the next wave begins spawning.
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- The previous wave may still be in transit or fighting during the gap — there is no hard "wave cleared" state.
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- The number and strength of enemies increases over time.
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- Difficulty scales multiplicatively from two independent sources:
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- **Time scaling** — enemy strength increases gradually over elapsed game time.
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- **Push scaling** — each time the player destroys a set of enemy defence stations, enemy strength is multiplied by a configurable factor (e.g. 1.5×). This factor also determines the strength of the replacement defence stations.
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- Both scaling factors stack multiplicatively.
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## Push Mechanic (Enemy Defence Stations)
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- The enemy owns a pair of defence stations positioned just beyond the scrollable area boundary.
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- The player is **not** forced to push — purely defensive play is valid.
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- If the player's fleet becomes strong enough that incoming waves are trivial, pushing to destroy enemy defence stations provides a new challenge: destroying them **doubles the enemy threat level** starting with the next wave, extends the scrollable area, and places a new pair of stations (twice as strong) at the new boundary.
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- If the player's fleet becomes strong enough that incoming waves are trivial, pushing to destroy enemy defence stations provides a new challenge: destroying them multiplies the enemy threat level by the configurable push scaling factor (starting with the next wave), extends the scrollable area, and places a new pair of stations (scaled by the same factor) at the new boundary.
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- Destroyed enemy defence stations drop loot: primarily **ship blueprints** that unlock new ship types at shipyards.
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## Starting Conditions
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- The player starts with the **HQ** pre-placed and a stock of building blocks.
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- Enemy waves do not begin immediately; there is a grace period at the start to allow initial factory setup.
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## Game Over Condition
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- There is a **Headquarters** building at the edge of the asteroid (the last line of defence).
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- There is a **Headquarters (HQ)** building at the asteroid edge, through which building blocks enter the global stock via belts.
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- If enemy ships breach the asteroid — all player ships and defence stations destroyed — they attack the HQ.
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- The game is lost when the HQ is destroyed.
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- Individual factory buildings are **not** targeted or destroyed by enemies.
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@@ -72,6 +88,8 @@ Two sources feed the same production tree:
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- Elapsed time is always displayed.
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- New ship blueprints are unlocked by destroying enemy defence stations.
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## Open Questions / TODO
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## Asteroid Expansion
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- How does the player unlock additional asteroid tiles for building?
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- The asteroid has a fixed number of columns, configurable at game start.
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- Additional columns can be unlocked by spending building blocks from the global stock.
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- Each unlocked column costs a fixed amount of building blocks (value to be tuned).
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