#85 - on a computer the sticks and the pivot pair are dead weight: WASD steers, the mouse aims, Q/E pivot. All four go together the first time a keyboard or a mouse is used, and only where there is no touchscreen. A touch device with a keyboard attached keeps everything, because a finger is still a way to play it. #86 - the default gun shoots faster (500 -> 850) and further (320 -> 620). The interesting half is that a bolt now STOPS where the gun's range ends. Projectile lifetime is derived from fire_range at launch rather than set independently, so the distance a shot covers and the distance the aim guide draws are one number. They were two, and they disagreed: the guide promised 320 while a bolt actually flew speed * lifetime = 750, so shots landed on things well past the line saying where they would stop. #87 - the ship that fires throws sparks, so a shot is visibly attached to the vessel it came from; with a whole fleet shooting there was nothing tying the two together, which started mattering once the player had to aim. Enemy deaths gained a shockwave ring and roughly double the debris - a kill used to read as a small red puff that was easy to miss in a fight. #88 - everything moves 1.5x faster: fleet cruise, every vessel's max_speed and acceleration, and every enemy's. Scaling the enemies too keeps it a change of TEMPO rather than a difficulty cut, and scaling acceleration alongside speed keeps the handling from #77's tuning intact. Three tests carried assertions that were really about one balance pass: test_enemy_mothership pinned a literal 35.0 and now compares against the chaser, which is what "never reaches ramming speed" actually means; test_planet_atmosphere_transition flew far enough at the new speed to reach the landed garrison, and now clears it, since that test is about the handoff and not about a fight it never meant to pick. Also repaired real data loss, caught only because test_gas_burner failed: Godot had silently re-serialised GasBurnerBuildingDefinition.tres and dropped collected_outputs, capabilities, map_radius and map_phase, and had recreated a stale copy of it at the pre-#84 root path. Without collected_outputs no transporter ever collects a burner's energy. Both files restored from git. It had also resurrected pre-#84 SNAPSHOTS of Main.tscn, Planet.tscn and lunar_surface.gdshader at their old root paths - the root Main.tscn still carried 27 references to the flat layout. They are dead weight the engine never loads, since project.godot and every preload point into the folders, but they are exactly the kind of thing that wastes an hour later when someone edits the wrong copy. Deleted, and the root is now down to ui_theme.tres, icon.svg, web_shell.html and the two config files. Suite 119/119. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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25 changed files with 434 additions and 27 deletions
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@ -15,7 +15,7 @@ hull_points = PackedVector2Array(-32, -10, -18, -18, 18, -18, 32, -10, 32, 14, -
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fleet_eligible = true
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capabilities = PackedStringArray("cargo")
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component_scenes = Array[PackedScene]([ExtResource("2")])
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base_stats = {"max_speed": 380.0, "acceleration": 1080.0, "delivery_speed": 180.0, "cargo_capacity": 120.0}
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base_stats = {"max_speed": 570.0, "acceleration": 1620.0, "delivery_speed": 180.0, "cargo_capacity": 120.0}
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upgrades = Array[Resource]([ExtResource("3")])
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unlock_id = "unlock_carrier"
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unlock_name = "Unlock Carrier"
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@ -15,7 +15,7 @@ hull_points = PackedVector2Array(0, -26, 9, -8, 13, 6, 18, 20, 0, 12, -18, 20, -
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fleet_eligible = true
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capabilities = PackedStringArray("distorder")
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component_scenes = Array[PackedScene]([ExtResource("2")])
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base_stats = {"max_speed": 430.0, "acceleration": 1230.0, "delivery_speed": 180.0}
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base_stats = {"max_speed": 645.0, "acceleration": 1845.0, "delivery_speed": 180.0}
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unlock_id = "unlock_distorder"
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unlock_name = "Unlock Energy Propulser"
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unlock_description = "Research a propulsion hull that burns energy to drive the whole fleet faster - while one flies with you, a fader lets you push cruise speed past its default."
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@ -12,7 +12,11 @@ extends Node2D
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# allowed to fly faster than it (Ship.max_speed) so they can close on their
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# formation slot - which is what makes a pivot while under way look sharp
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# instead of sluggish.
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@export var cruise_speed: float = 260.0
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# #88: the whole game moves 1.5x faster. This is the figure the pace is
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# actually set by - vessel max_speed and acceleration were scaled with it,
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# and so were the enemies, so it is a change of TEMPO rather than a
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# difficulty cut.
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@export var cruise_speed: float = 390.0
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# Per-scene neon palette for the fleet. PlanetSurface.tscn overrides these
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# with darker values, since the lunar surface is bright grey and the default
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@ -17,7 +17,7 @@ hull_points = PackedVector2Array(0, -24, -24, 14, -10, 10, 0, 22, 10, 10, 24, 14
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fleet_eligible = true
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capabilities = PackedStringArray("gas_bomber")
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component_scenes = Array[PackedScene]([ExtResource("2")])
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base_stats = {"max_speed": 420.0, "acceleration": 1200.0, "delivery_speed": 180.0}
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base_stats = {"max_speed": 630.0, "acceleration": 1800.0, "delivery_speed": 180.0}
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unlock_id = "unlock_gas_bomber"
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unlock_name = "Unlock Gas Bomber"
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unlock_description = "Research volatile-gas containment and unlock the Gas Bomber for ship crafters."
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@ -17,5 +17,5 @@ glow_color = Color(0.25, 0.85, 1, 1)
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fleet_eligible = true
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capabilities = PackedStringArray("weapon", "cargo")
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component_scenes = Array[PackedScene]([ExtResource("2"), ExtResource("7")])
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base_stats = {"damage": 1.0, "fire_cooldown": 0.5, "fire_range": 320.0, "max_speed": 460.0, "acceleration": 1350.0, "delivery_speed": 180.0, "cargo_capacity": 20.0}
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base_stats = {"damage": 1.0, "fire_cooldown": 0.5, "fire_range": 620.0, "max_speed": 690.0, "acceleration": 2025.0, "delivery_speed": 180.0, "cargo_capacity": 20.0}
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upgrades = Array[Resource]([ExtResource("3"), ExtResource("4"), ExtResource("5")])
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@ -18,7 +18,7 @@ hull_points = PackedVector2Array(0, -26, -9, 14, -4, 10, 4, 10, 9, 14)
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fleet_eligible = true
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capabilities = PackedStringArray("laser")
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component_scenes = Array[PackedScene]([ExtResource("2")])
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base_stats = {"max_speed": 440.0, "acceleration": 1260.0, "delivery_speed": 180.0, "damage": 2.0, "beam_range": 1450.0, "beam_cooldown": 4.0}
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base_stats = {"max_speed": 660.0, "acceleration": 1890.0, "delivery_speed": 180.0, "damage": 2.0, "beam_range": 1450.0, "beam_cooldown": 4.0}
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minimum_stats = {"beam_cooldown": 1.5}
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upgrades = Array[Resource]([ExtResource("3"), ExtResource("4"), ExtResource("5")])
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unlock_id = "unlock_laser"
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@ -1,6 +1,11 @@
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extends Area2D
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@export var speed: float = 500.0
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# #86: faster. The bolt used to crawl far enough behind a moving target that
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# leading a shot was guesswork rather than skill.
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@export var speed: float = 850.0
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# How long a bolt lives if nothing sets a range. VesselWeaponComponent always
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# does - see set_range() - so this only covers a projectile fired by something
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# that has no range of its own.
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@export var lifetime: float = 1.5
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@export var damage: int = 1
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@export var bolt_length: float = 20.0
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@ -21,6 +26,17 @@ func _ready() -> void:
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queue_redraw()
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# The gun's reach, in world units. Converted to a lifetime here rather than
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# stored separately, so the distance a bolt COVERS and the distance the aim
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# guide DRAWS are the same number rather than two that have to be kept in
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# step. They were not: the guide showed fire_range (320) while a bolt actually
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# flew speed * lifetime (750), so shots landed well past the line promising
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# where they would stop.
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func set_range(world_units: float) -> void:
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if world_units > 0.0 and speed > 0.0:
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lifetime = world_units / speed
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func launch(direction: Vector2) -> void:
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velocity = direction.normalized() * speed
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rotation = direction.angle() + PI / 2.0
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@ -16,7 +16,7 @@ fleet_eligible = true
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capabilities = PackedStringArray("shield")
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component_scenes = Array[PackedScene]([ExtResource("3")])
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hull_points = PackedVector2Array(0, -24, 20.7846, -12, 20.7846, 12, 0, 24, -20.7846, 12, -20.7846, -12)
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base_stats = {"damage": 1.0, "fire_cooldown": 0.5, "fire_range": 320.0, "max_speed": 460.0, "acceleration": 1350.0, "shield_charges": 1.0, "shield_recharge": 6.0, "delivery_speed": 180.0}
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base_stats = {"damage": 1.0, "fire_cooldown": 0.5, "fire_range": 620.0, "max_speed": 690.0, "acceleration": 2025.0, "shield_charges": 1.0, "shield_recharge": 6.0, "delivery_speed": 180.0}
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minimum_stats = {"shield_recharge": 2.0}
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upgrades = Array[Resource]([ExtResource("4"), ExtResource("5")])
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unlock_id = "unlock_shield"
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@ -15,5 +15,5 @@ icon = 12
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glow_color = Color(0.95, 0.55, 0.85, 1)
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capabilities = PackedStringArray("cargo", "transport")
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component_scenes = Array[PackedScene]([ExtResource("2"), ExtResource("3")])
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base_stats = {"max_speed": 460.0, "acceleration": 1350.0, "cargo_capacity": 20.0, "transport_speed": 150.0, "delivery_speed": 180.0}
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base_stats = {"max_speed": 690.0, "acceleration": 2025.0, "cargo_capacity": 20.0, "transport_speed": 150.0, "delivery_speed": 180.0}
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upgrades = Array[Resource]([ExtResource("4"), ExtResource("5")])
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@ -21,6 +21,8 @@ var projectile_damage: int
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var fire_timer: float = 0.0
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var fire_direction: Vector2 = Vector2.ZERO
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var projectile_scene: PackedScene = preload("res://vessels/Projectile.tscn")
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# By path, not by class name - see the note at the top of MuzzleSparkVFX.
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const MUZZLE_SPARK = preload("res://vfx/MuzzleSparkVFX.gd")
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func apply_stats() -> void:
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@ -51,8 +53,15 @@ func tick(delta: float) -> void:
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var projectile: Node2D = projectile_scene.instantiate()
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projectile.position = ship.position
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projectile.damage = projectile_damage
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# The bolt stops where the gun's range ends, and the aim guide draws that
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# same range - one number, one meaning.
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projectile.set_range(fire_range)
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ship.get_tree().root.add_child(projectile)
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# Aimed by DIRECTION, not at a target: launch() takes a displacement, so
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# the gun's own range decides how far the shot is sent.
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projectile.launch(fire_direction.normalized() * fire_range)
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# #87: sparks off the hull that fired, so a shot is visibly attached to
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# the vessel it came from.
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MUZZLE_SPARK.spawn(ship.get_tree().root, ship.global_position,
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fire_direction.normalized())
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fire_timer = fire_cooldown
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