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# FlatCell- Grid # | ||
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The `game world` of **FlatCell** is a 2D canvas that geometric objects are drawn on. To outline this- we have a 2D grid. | ||
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The idea is to have the following layers of reality- | ||
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* 2D - flat grid | ||
* 3D - grid is projected onto rolling surfaces, and the player is now a sphere. | ||
* n+D - grid is projected onto a sheet that morphs depending on the objects mass, etc. The player is an orbiting body or somethin. | ||
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## 2D ## | ||
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The `grid` acts kinda like graph paper. The length of the squares, I'll call it `unit length` should scale to the `evolution | ||
stage` / `player level`. As the player gets bigger the grid should get bigger as well. Smaller enemies should still display | ||
properly as being smaller than the player as reference. | ||
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Each cell in the grid will have it's own color component, and color component's from neibhboring cells can be added together to influence | ||
the color of the current cell. | ||
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For example, | ||
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The cell is blue but adjacent cells are green. Then green will "bleed into" the blue, looking kinda like a water painting. If this is too | ||
compled for the time frame a single color is fine. | ||
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## Collision ## | ||
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Each edge of the grid should support collision detection. What happens to each side is up to the Game Feel person. | ||
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##### Scope 1 ###### | ||
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* The edges change opacity, fade in/out, change color, disappear, etc. This will change based on Game Feel but setting up the framework | ||
is the objective. | ||
* The cells change color instantaniously based on the player's color. | ||
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##### Scope 2 ###### | ||
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* The cell's color changes over time based off it's old color and the player's color. | ||
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##### Scope 3 ###### | ||
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* The cell's color is influences by neighboring cells. |