# terrorhedron, but - conway polyhedral notation leading to different enemy/turret design and balance - editable voxel map - deterministic multiplayer ## enemies are shapes: - [x] generate a table with all shapes generated from T (tetrahedron) with at most 5 operators between s (snub), k (kis), a (ambo), d (dual) in canonical form. provide the vertex number, time needed to see if it's viable to generate them on the fly. -> it's not viable to generate on the fly any shape using the topological operators. they act only on the topology, which leaves some degrees of freedom. - [x] evaluate pregenerated options - use the 5 platonic, 13 archimedean and their dual the 13 catalans -> 31 shapes. - precalc all variations of "skad" up to depth n=3: 84, n=4: 340, n=5: 1364. -> i'll stick to the 31 for now ## reference of the 31=(13+13+5) shapes. T, kT, dkT, aT, kaT, dkaT, aaT, daaT, kdaaT, dkdaaT, aaaT, daaaT, daT, kdaT, dkdaT, saT, dsaT sT, ksT, dksT, asT, dasT, kdasT, dkdasT, aasT, daasT, dsT, kdsT, dkdsT, ssT, dssT ### properties of all available shapes up to depth n contain duplicates, dddT = ddT = dT = T or saT = sdaT contain canonicalization artifacts - [ ] shape shader - used to indicate both the topology and a variant - used only to indicate the topology shader variants: striped, dotted, translucient, negative, burning, wireframe ## enemies ### operator effects they stack multiplicativly. - T: no effect - k: +20% speed - a: +3 life, 2x damage - d: -2 life, duplicates on death (only when losing the d) - s: multiplies life by 3, speed -20%