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Rushlight edited this page Dec 2, 2018 · 9 revisions

Tasks to consider in later passes

These are tasks we might want to do at some point. They are written down here to make sure we don't forget about them until we decide whether (and how) to do them.

Junctions

Reorganize the nodes and logic to use junctions, assuming the idea is deemed usable

Normalize techs

Take a look at techs, add notes for them, and make sure they are used consistently in the logic across all regions

Handle resource costs

Find a way to add relevant information with regards to resource costs (most likely in health and power bombs) of different strats between nodes. Notable concerns for health:

  • Heat run damage
  • Shinespark damage
  • Required damage off spikes
  • Required damage boosts

Handle resource regen

For the logic to chain rooms together properly, our format should help it know where resources can be regained, making it possible to continue despite total needed resources being higher than the max.

Handle out-of-room requirements

Some things in a room are possible because of actions in another room, usually adjacent

  • Gaining momentum and jumping through a door (e.g. invisible bridge or ice escape)
  • Gaining momentum and running through a door (to get a spark in the other room)
  • Charging a spark and bringing it through a door (with x time remaining) This information could be represented in the format in some way.

Related to this, charging sparks might need a rework wgere we ditch the specific techs and instead just specify the number of tiles available to charge a spark. Options could then be used to know whether a spark should be expected by logic.

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