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# 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%
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