concept iteration

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2026-04-15 22:12:33 +02:00
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@@ -25,8 +25,9 @@ A single-player asymmetric game inspired by DOTA's wave/tower structure, combine
- Buildings are placed in a queue and constructed one at a time; each building takes time to complete.
- The crafting/production tree is defined in a config file so it can be extended later without code changes.
- The factory is simpler than Factorio in depth but follows the same production-chain principle.
- Materials are transported between buildings manually using **belts**.
## Resources
## Resources & Building Blocks
Two sources feed the same production tree:
@@ -35,6 +36,13 @@ Two sources feed the same production tree:
- Scrap can be smelted into the same basic materials as mined ores.
- 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.
**Building Blocks** are the one globally shared resource:
- An assembler recipe turns input materials into building blocks.
- Building blocks are transported via belts into the HQ, where they are added to the global building blocks stock.
- The global building blocks stock is the only global inventory; all other materials exist only in buildings and on belts.
- Building blocks are spent to place new factory buildings and to unlock new asteroid columns (see Asteroid Expansion).
## Ships & Shipyards
- Shipyards are built at the edge of the asteroid.
@@ -46,22 +54,30 @@ Two sources feed the same production tree:
- **Repair ships** — fly out and repair damaged player defence stations and other player ships in the field.
- If the player's ships are all destroyed, enemy ships advance unhindered toward the player's defence stations and then the asteroid.
## Enemy Waves
## Enemy Waves & Difficulty Scaling
- Waves spawn continuously over a period of several seconds, then there is a gap before the next wave begins spawning.
- The previous wave may still be in transit or fighting during the gap — there is no hard "wave cleared" state.
- The number and strength of enemies increases over time.
- Difficulty scales multiplicatively from two independent sources:
- **Time scaling** — enemy strength increases gradually over elapsed game time.
- **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.
- Both scaling factors stack multiplicatively.
## Push Mechanic (Enemy Defence Stations)
- The enemy owns a pair of defence stations positioned just beyond the scrollable area boundary.
- The player is **not** forced to push — purely defensive play is valid.
- 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.
- 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.
- Destroyed enemy defence stations drop loot: primarily **ship blueprints** that unlock new ship types at shipyards.
## Starting Conditions
- The player starts with the **HQ** pre-placed and a stock of building blocks.
- Enemy waves do not begin immediately; there is a grace period at the start to allow initial factory setup.
## Game Over Condition
- There is a **Headquarters** building at the edge of the asteroid (the last line of defence).
- There is a **Headquarters (HQ)** building at the asteroid edge, through which building blocks enter the global stock via belts.
- If enemy ships breach the asteroid — all player ships and defence stations destroyed — they attack the HQ.
- The game is lost when the HQ is destroyed.
- Individual factory buildings are **not** targeted or destroyed by enemies.
@@ -72,6 +88,8 @@ Two sources feed the same production tree:
- Elapsed time is always displayed.
- New ship blueprints are unlocked by destroying enemy defence stations.
## Open Questions / TODO
## Asteroid Expansion
- How does the player unlock additional asteroid tiles for building?
- The asteroid has a fixed number of columns, configurable at game start.
- Additional columns can be unlocked by spending building blocks from the global stock.
- Each unlocked column costs a fixed amount of building blocks (value to be tuned).