From 63c2fc3dc2c8dbc12002758bf976b4888a12d928 Mon Sep 17 00:00:00 2001 From: dsc Date: Tue, 12 Apr 2011 21:45:49 -0700 Subject: [PATCH] Formatting, again. --- wiki/gameplay/env.md | 46 +++++++++++++++++++++------------------------- 1 files changed, 21 insertions(+), 25 deletions(-) diff --git a/wiki/gameplay/env.md b/wiki/gameplay/env.md index 4727294..6bc3c4c 100644 --- a/wiki/gameplay/env.md +++ b/wiki/gameplay/env.md @@ -4,27 +4,27 @@ This is the stuff that the world is made out of. - * Walls: Obstructs movement, projectiles, and vision. - * Smooth Walls: "Bouncey" projectiles will reflect off instead of being destroyed. Most projectiles have a bounce limit. - * Rough Walls: No reflection. - * Items: Items do not obstruct anything; collect an item by touching it. - * Pits, Water: Obstructs movement, but not projectiles or vision. - * Rough: Obstructs nothing, but slows unit movement. - * Rocks: Obstructs everything; destructible. - * Shattery Rocks: Splits into quads when destroyed until it gets too small. - * Chests: 1hp; always contains item(s). - * Pots: 1hp; sometimes contains items or enemies. - * Shrubs: As pots, but also flammable. - * Spikes: Terrain that damages units that move across it. - * Vertical Spikes: Doesn't obstruct anything, but damages at a certain DPS rate. - * Horizontal Spikes: Obstructs everything; a collision damages a unit once and pushes the unit back. - * Fire: Like Vertical Spikes, but spreads to other flammable terrain. - * Wind: Pushes units and loose objects in a predictable (if periodic) fashion. - * Locks: Obstructs everything; destroyed with a key. - * Triggers: Activates an event when some condition is met. - * Panels: Does not obstruct; triggered when moved onto. - * Orbs, Levers, Switches, Buttons: Usually obstructs; triggered by shooting; sometimes triggering shot is direction-sensitive. - * Shells, Balls: Obstructs everything; can be set in motion by shooting it, and will move aligned with the shot's force, bouncing off walls. Typically has finite HP. + * **Walls:** Obstructs movement, projectiles, and vision. + * **Smooth Walls:** "Bouncey" projectiles will reflect off instead of being destroyed. Most projectiles have a bounce limit. + * **Rough Walls:** No reflection. + * **Items:** Items do not obstruct anything; collect an item by touching it. + * **Pits, Water:** Obstructs movement, but not projectiles or vision. + * **Rough:** Obstructs nothing, but slows unit movement. + * **Rocks:** Obstructs everything; destructible. + * **Shattery Rocks:** Splits into quads when destroyed until it gets too small. + * **Chests:** 1hp; always contains item(s). + * **Pots:** 1hp; sometimes contains items or enemies. + * **Shrubs:** As pots, but also flammable. + * **Spikes:** Terrain that damages units that move across it. + * **Vertical Spikes:** Doesn't obstruct anything, but damages at a certain DPS rate. + * **Horizontal Spikes:** Obstructs everything; a collision damages a unit once and pushes the unit back. + * **Fire:** Like Vertical Spikes, but spreads to other flammable terrain. + * **Wind:** Pushes units and loose objects in a predictable (if periodic) fashion. + * **Locks:** Obstructs everything; destroyed with a key. + * **Triggers:** Activates an event when some condition is met. + * **Panels:** Does not obstruct; triggered when moved onto. + * **Orbs, Levers, Switches, Buttons:** Usually obstructs; triggered by shooting; sometimes triggering shot is direction-sensitive. + * **Shells, Balls:** Obstructs everything; can be set in motion by shooting it, and will move aligned with the shot's force, bouncing off walls. Typically has finite HP. ## Encounters @@ -35,8 +35,6 @@ Modular parts of a level that could be repeated with small changes. Variants are Implicit maze of sleeping enemies. The implied walls, rather than preventing movement, are the wake-radius bounds of the enemies in the room. Thus the "path" is the safe space through the room which does not wake the enemies. -Variants: - * Enemies with uniform wake radius * Real maze combined with implicit maze * No walls in maze, but enemies invulnerable while asleep @@ -54,8 +52,6 @@ Variants: Room filled almost completely with rocks. -Variants: - * Finite drill rounds (which blow up rocks without being consumed) at the start. * Rocks respawn at some rate, making it super slow to blow them up normally. * Enemies spawn at the entrance (if you made a single, direct path with little room to maneuver, that's trouble!) -- 1.7.0.4