place to conqueer #40

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opened 2026-08-15 10:50:11 +00:00 by metaheavens · 2 comments
Owner

some planets needs to be conquered before being able to establish an extractor on them. several points needs to be taken by staying on them some amount of time with no ennemies around for them to be captured. once all points are captured, the planet is conquered and extractor can be built. as long as it is not captured, only manual fetching of resources is possible on the planet. create the capture mechanism, with additional mechanics that would make it more interesting:

  • additional ennemies:

  • one that stays a bit far from the fleet when detected, and shot them projectiles (not too fast) toward them

  • one that shot an aoe, pretty slow to arrive but really destructive if not reactive

  • map editor in the main menu (that you need to add), which will let me create various setups for each planet type. I don't want the ennemies setup to be procedural, but choosen from a list of setups I would have created using this editor. all setups created should be saved within the game itself, as a dedicated scene, not just in a game save, this way you'll be able to manipulate those setups later if needed.

some planets needs to be conquered before being able to establish an extractor on them. several points needs to be taken by staying on them some amount of time with no ennemies around for them to be captured. once all points are captured, the planet is conquered and extractor can be built. as long as it is not captured, only manual fetching of resources is possible on the planet. create the capture mechanism, with additional mechanics that would make it more interesting: - additional ennemies: - one that stays a bit far from the fleet when detected, and shot them projectiles (not too fast) toward them - one that shot an aoe, pretty slow to arrive but really destructive if not reactive - map editor in the main menu (that you need to add), which will let me create various setups for each planet type. I don't want the ennemies setup to be procedural, but choosen from a list of setups I would have created using this editor. all setups created should be saved within the game itself, as a dedicated scene, not just in a game save, this way you'll be able to manipulate those setups later if needed.
Author
Owner

Broken down into sub-tickets, in dependency order:

Conquest

  • #41 Planet conquest state and extractor placement gate - data layer + the four BuildController gates
  • #42 Planet setups as authored resources - PlanetSetup/PlanetSetups registry, deterministic per-planet pick, surface host
  • #43 Capture points and the planet conquest loop - needs #41 + #42

Enemies

  • #44 Enemy foundation: definitions, capability components, and damage to the fleet - prerequisite for both archetypes (enemies currently cannot hurt the fleet at range at all)
  • #45 Standoff sniper enemy - needs #44
  • #46 Artillery enemy with telegraphed AOE - needs #44

Authoring

  • #47 Main menu scene - none exists today; project.godot boots straight into Main.tscn
  • #48 Planet setup map editor - needs #42 + #47

#41 -> #42 -> #43 delivers a playable conquest loop on its own; the enemy tickets can proceed in parallel, and #43's "no enemies nearby" condition already works against the existing chaser.

Note for #48: res:// is only writable when running from the project (Godot editor / the Android editor app), not from an exported build, so the map editor is an authoring tool and will not save from the deployed web build. Setups themselves ship as committed resources, as required here.

Broken down into sub-tickets, in dependency order: **Conquest** - #41 Planet conquest state and extractor placement gate - data layer + the four `BuildController` gates - #42 Planet setups as authored resources - `PlanetSetup`/`PlanetSetups` registry, deterministic per-planet pick, surface host - #43 Capture points and the planet conquest loop - needs #41 + #42 **Enemies** - #44 Enemy foundation: definitions, capability components, and damage to the fleet - prerequisite for both archetypes (enemies currently cannot hurt the fleet at range at all) - #45 Standoff sniper enemy - needs #44 - #46 Artillery enemy with telegraphed AOE - needs #44 **Authoring** - #47 Main menu scene - none exists today; `project.godot` boots straight into `Main.tscn` - #48 Planet setup map editor - needs #42 + #47 #41 -> #42 -> #43 delivers a playable conquest loop on its own; the enemy tickets can proceed in parallel, and #43's "no enemies nearby" condition already works against the existing chaser. Note for #48: `res://` is only writable when running from the project (Godot editor / the Android editor app), not from an exported build, so the map editor is an authoring tool and will not save from the deployed web build. Setups themselves ship as committed resources, as required here.
Author
Owner

All eight sub-tickets are implemented, tested, and merged to main:

  • #41 Planet conquest state and extractor placement gate
  • #42 Planet setups as authored resources
  • #43 Capture points and the planet conquest loop
  • #44 Enemy foundation: definitions, components, ranged damage
  • #45 Standoff sniper enemy
  • #46 Artillery enemy with telegraphed AOE
  • #47 Main menu scene
  • #48 Planet setup map editor

The conquest loop end to end: land on a planet, hold each authored capture point (a ship nearby, no enemy within range) while chasers/snipers/artillery guard them, watch the HUD count up to "CONQUERED", then build an extractor there - previously blocked, now enabled. Setups are authored resources under res://PlanetSetups/, editable in-game via the new Map Editor (Main Menu → Map Editor), with two shipped by default (rocky_default, gas_default).

Full regression suite green throughout; each sub-ticket's own comment has the specific test/screenshot evidence. Closing.

All eight sub-tickets are implemented, tested, and merged to `main`: - #41 Planet conquest state and extractor placement gate - #42 Planet setups as authored resources - #43 Capture points and the planet conquest loop - #44 Enemy foundation: definitions, components, ranged damage - #45 Standoff sniper enemy - #46 Artillery enemy with telegraphed AOE - #47 Main menu scene - #48 Planet setup map editor The conquest loop end to end: land on a planet, hold each authored capture point (a ship nearby, no enemy within range) while chasers/snipers/artillery guard them, watch the HUD count up to "CONQUERED", then build an extractor there - previously blocked, now enabled. Setups are authored resources under `res://PlanetSetups/`, editable in-game via the new Map Editor (Main Menu → Map Editor), with two shipped by default (`rocky_default`, `gas_default`). Full regression suite green throughout; each sub-ticket's own comment has the specific test/screenshot evidence. Closing.
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metaheavens/spaceship#40
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