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Drillr Reference

Posted February 15, 2023 by Xhin

Movement

Basic Movement

  • All movement is indicated at the top of the screen. Ideally whether it's forever or not should also be, along with your chunk and region coords.

  • Left, down and right move in that direction. If there's a solid there, you drill it, collect that resource and move to it. If it's on the edge of the world, you go to the next chunk or region. Basic stuff.

  • Drilling locks your movement, as do animations in general. However there's a bug where you just fall through the world continuously if you do this too fast

  • If you're above a void or the edge of the world, gravity will trigger, which locks your movement and moves you down super fast.

  • If you fall into a lower chunk and there was a solid there it gets erased without collecting it.

  • Pressing up triggers a hole jump -- the distance of this is your hole_jump stat but basically it lets you skip over voids to land on other solid tiles. This uses the last direction you travelled or what's available to use, changing your direction accordingly. There's a bug where the direction changing doesn't happen intuitively

  • Pressing shift and left or right will dash you in that direction according to your dash stat. It's a bit faster than normal moving. You can't dash past world boundaries.

    Grappling

  • Pressing space and a direction will grapple you to a solid along that line. It'll also set your grapple direction to that, and change your sym accordingly.

  • While grappled, as long as there's a solid in the indicated direction, gravity doesn't apply.

  • Pressing away from the grapple point will move you there and cease grappling, then restart gravity. This doesn't work if you can't move so like a north grapple with a solid directly below you

  • Grappling allows you to drill up if you're up-grappled. Gravity only applies if you no longer have a solid above you.

  • Drilling while grappling doesn't reset grappling, because the only thing that does is no longer having a solid in the the grapple direction or canceling it manually.

  • Moving off the edge of a grapple point will instead pull you around corners, shifting your grapple point perpendicularly. This is known as a "wall climb". If this happens so your grapple point would be south, you instead cease the grapple.

  • You can grapple while grappled. This works intuitively. Should be a separate unlock from grappling itself.

  • Grappling doesn't automatically stop when moving chunks, unless there's no longer a solid in the grappling direction. You can thus move up region boundaries pretty handily.

    Other Stuff

  • Pressing \ will continuously run your last movement, whatever it is. Pressing \ again will cancel this. This also locks your manual movement for the duration.

  • Pressing caps lock and a direction will "phase" you through continuous solids in that direction according to your phasing stat for the range. Gravity still applies on the other end.

  • Pressing ` and a direction will "shoot" up to your shooting range. A solid there will be destroyed but not collected.

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    Research Unlocks

  • Chunk Scanner -- Sets chunk_scanner_range = 1 and chunk_scanner_metal_use_chance = 100. By itself, tells you the ratio of solids to void in the chunk, which is pretty useless. The chunk scanner runs all functions at once and uses a metal at whatever the percentage is. -- Needs work

  • Chunk Scanner: Metals -- Tells you how many uncollected metals are in the scanned chunk. -- Needs work

  • Chunk Scanner: Gem -- Tells you if there's an uncollected gem in the chunk. -- Needs work

  • Chunk Scanner: Transmuter -- Tells you if there's an unused Transmuter. -- Needs work

  • Chunk Scanner: Crystallizer -- Tells you if there's an unused Crystallizer. -- Needs work

  • Region Scanner -- Sets region_scanner_range = 1 and region_scanner_metal_use_chance = 100. By itself, tells you the size of the region. Uses a random metal if the chance stat there is fulfilled. -- Needs work

  • Region Scanner: Void Ratio -- Tells you the ratio of voids to solids. -- Needs work

  • Region Scanner: Solids -- Tells you the distribution of solid types. -- Needs work

  • Region Scanner: Metals -- Tells you the likelihood of metals appearing in the region. -- Needs work

  • Region Scanner: Metals II -- Tells you the color of the metal in the region. -- Needs work

  • Region Scanner: Gem -- Tells you the color of the gem in the region. -- Needs work

  • Precognition -- See a tile of adjacent chunks Needs work

  • Compass -- See your chunk and region coords Needs work

  • Compass II -- See the full size of the region Needs work

  • Hole Jump = 1

  • Dash = 3

  • Grapple Left/Right (Grapple = 2). Allows you to unlock additional grapple unlocks.

  • Grapple: Up -- Allows you to grapple up Needs Limit

  • Grapple: Drill -- Allows you to drill while grappling without ungrappling. Only works left/right/down. Needs Limit

  • Grapple: Drill Up -- Requires the above, and allows you to drill up without ungrappling. Needs Limit

  • Grapple: Wall Climb I -- Allows you to wall climb from a vertical position to a horizontal position. Needs Limit

  • Grapple: Wall Climb II -- Allows you to wall climb from a horizontal position to a vertical position. Needs Limit

  • Grapple: Wall Climb III -- Allows you to pull yourself to the top from a horizontal position. Needs Limit

  • Grapple: Double Grapple -- Allows you to grapple while grappling. Needs Limit

  • Phasing = 2. Allows you to phase left and right.

  • Phasing II -- Allows you to phase down. Needs Limit

  • Phasing III -- Allows you to phase up. Needs Limit

  • Shoot = 2. Allows you to shoot left, right and down, and shooting should reflect your drill speed. Shooting also shouldn't work on metals or gems. -- Needs work

  • Shoot II -- Allows you to shoot up -- Needs Limit

  • Grapple Phasing -- If both Grapple and Phasing are unlocked, allows you to Phase while grappling. -- Needs Limit

  • Grapple Shooting -- If both Grapple and Shooting are unlocked, allows you to shoot while grappling. -- Needs Limit

  • Yield Bonus -- Sets metal_yield = 1.0 and gem_yield = 1.0. Allows you to upgrade your yield from metals and gems, where 1.1 is a 10% chance of getting a second one, 2.3 would mean you get 2 and a 30% chance of a third. -- Needs work

  • Transmuter -- Allows you to use Transmuter fixtures. Sets transmute_amt = 5. Transmuters appear once per region and allow you to turn the previous metal in sequence into the region's metal at the conversion rate there. Once used, the Transmuter disappears. -- Needs work

  • Crystallizer -- Allows you to use Crystallizer fixtures. Works similarly to the above, except the region's fixture turns a metal into the appropriate gem. Sets crystallizer_amt = 10. -- Needs work

    Once all major unlocks (un-treed) are obtained, you can research:

  • Triangulator -- Sets the range to 10 and the precision to 10. Tells you if the Transmitter falls within your triangulator range. This works a bit different -- you can scan any group of your range, so starting out you could scan 0-10, 10-20, etc. If the Transmitter is found, your range gets subdivided into Precision chunks and you learn which chunk it's in. So having both high range and high precision is important. To prevent automatic triangulation, each use of the Triangulator costs a random metal. The Triangulator goes out in all directions, and if the transmitter is found, it'll either return that it's found the row of the transmitter, the column of the transmitter, or both, so you have to do this twice. -- Needs work

  • Warp -- Sets warp range = 1. Allows you to warp any number of regions up to your warp range. -- Needs work

    Total: 36

    Upgrades

  • Drill speed -??? (min: ???)

  • Animation speed -??? (min: ???) -- speeds up the animation speed for special moves across the board, which start out kinda slow. -- Needs work

  • Hole Jump Range ++

  • Dash Range ++ (max: world.max_width)

  • Grapple Range ++ (max: Math.max(world.max_width,world.max_height) )

  • Phasing Range ++ (max: same as above)

  • Shoot Range ++ (max: same as above)

  • Chunk Scanner Range ++ (max: world.max_region_size)

  • Region Scanner Range ++

  • Metal Yield += 0.1

  • Gem Yield += 0.1

  • Triangulator Range *= 10

  • Triangulator Precision *= 10

  • Warp Range *= 10

  • Transmute Amt -- (min: 2)

  • Crystallizer Amt -- (min: 4)

  • Chunk Scanner Metal Use Chance -= 10 (min: 0)

  • Region Scanner Metal Use Chance -= 10 (min: 0)

    Total: 18

    Looks like the best system would be:

  • 12 gem colors

  • 6 metal colors

  • A perfect pairing between 2 gems for every metal.

    There's conveniently twice as many features as upgrades, and they're also conveniently both multiples of 3, which looks like the best way to subdivide this. Additionally, the hue calculation is perfectly divisible by both 12 and 6 (though I guess I could always change the way HSV works). Overall, a great set of coincidences!

    It looks like there's two ambiguous colors -- these could instead be assigned black and white, with the equivalent metal being gray.

  • February 20, 2023
    Xhin
    Sky's the limit

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