50 lines
2.5 KiB
Plaintext
50 lines
2.5 KiB
Plaintext
When a tile is placed, it notifies nearby tiles to update if the placed tile connects to them.
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When a tile is updating, it checks the status of "source" tiles (those providing power), and three things can happen:
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1. If a source tile depowers, remove it from the source tiles
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2. If no sources exist, set self to unpowered and emit updates to all nearby tiles that could be connected
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3. If the tile powers, add self as source tiles to all nearby tiles that could be connected
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Tile updates do not all trigger in one go, but rather in bursts by some tickrate. Each update cycle creates a new update tile list that is used as the next update cycle when it occurs.
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At the bottom of the screen is the node cache. This is a list of unplaced nodes. They are organized from the bottom-right edge of the screen to the center of the screen.
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At the top-right(?) is the amperage. Ultimately, it is your score - the faster you finish, or the additional bonus nodes you reach, the greater the amperage is. Retrying a map reduces the amps by around the amps given by an average level completion.
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On the map, near the center, is a representation of the life form - perhaps as eyes, progressively become more sentient as the game progresses. Below it may be a short message/monologue from the life.
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At the top-left should probably be the zone/map/whatevs.
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On map end, there should be some visual reward. Either have the node bases fall away or "disintegrate". By disintegrate, the node bases' 2x3 sprites would move in different directions until off-screen.
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On map begin, the name of the current map should be shown before the area can be played.
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,,,,,,,,,,,,,,,,
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Todo
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````````````````
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+ have life form shown on top of map
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+ limit tile placement to next-of already placed valid tiles (non-exit)
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+ probably show valid placement locations (semi-transparent tile?)
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+ valid map location outline?
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+ implement power logic
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+ end-node triggers map change
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+ bonus power nodes
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+ map finish tile destruction
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+ map fail message + retry
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+ map name intro + player score before game state
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+ jump cursor next to first entrance found on map
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+ unpowered tiles' lines should also fall
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* game pause menu
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* retry map
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* quit
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+ wait for tiles to fall more before showing qat message
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+ tool tips!
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+ have strings type char by char?
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* options menu
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* disable tooltips
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* disable pointless outline orbit
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* maps!!!!
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+ First Area (Awakening)
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+ Second Area (Sentience)
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* Third Area (Enlightenment)
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+ ieee, sounds
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* ieee, probably not music
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