Add moon campaign: 3 levels with spacecraft transitions
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20
TODO.md
20
TODO.md
@@ -32,18 +32,14 @@ after ship departs (SC_DONE).
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Implemented: base speed 120→200, accel 200→350, respawn 3→6s, stagger 0-3→0-8s,
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random horizontal drift (±60 px/s), moon level reduced from 24 to 8 asteroids.
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## Moon campaign: 3 levels with spacecraft transitions
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Extend the moon into a 3-level sequence connected by spacecraft takeoff/landing:
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- **moon01.lvl** — Current level. Exit triggers spacecraft takeoff, transitions
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to moon02.
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- **moon02.lvl** — Second moon level (new terrain, new hazards). Starts with
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spacecraft landing intro. Exit triggers takeoff to moon03.
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- **moon03.lvl** — Third/final moon level. Starts with spacecraft landing.
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Exit triggers takeoff and transitions to level01 (space station).
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- **level01.lvl** (space station roof) — Starts with spacecraft landing on the
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station rooftop. Ship stays landed (no takeoff). First armed level.
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- Moon exit transitions require the "spacecraft at level exit" feature so
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the ship flies in when the player approaches the exit zone.
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## ~~Moon campaign: 3 levels with spacecraft transitions~~ ✓
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Implemented: 3 moon levels connected by spacecraft takeoff/landing sequences.
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- **moon01.lvl** (1000 tiles) — Exit triggers spacecraft, transitions to moon02.
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- **moon02.lvl** (200 tiles) — Crater fields, tighter platforming. Spacecraft
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intro, 7 asteroids, unarmed. Exit to moon03.
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- **moon03.lvl** (150 tiles) — Dark side, hardest moon terrain. Spacecraft
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intro, 5 asteroids, unarmed until gun powerup near exit. Exit to level01.
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- **level01.lvl** — Space station with spacecraft landing intro (arriving from moon).
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## Level generator: height zones (verticality)
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Add vertical variety to generated levels using a "height zones" approach:
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