No description https://sporeclad.com
Find a file
2026-08-05 14:28:53 -07:00
.cargo Fix errors from reorganization. 2026-07-07 17:08:09 -07:00
docs Update documentation. 2026-08-05 12:45:12 -07:00
sporeclad Initial code for inventory demo. 2026-08-05 14:28:53 -07:00
sporeclad-server Fix errors from reorganization. 2026-07-07 17:08:09 -07:00
sporeclad-web Initial code for inventory demo. 2026-08-05 14:28:53 -07:00
.gitignore Update sample data. 2026-07-18 17:58:40 -07:00
Cargo.lock Start visual demo; update documentation. 2026-08-02 18:45:18 -07:00
Cargo.toml Reorganize project. 2026-07-07 15:54:58 -07:00
LICENSE.md Intermediate updates. 2026-07-11 22:40:04 -07:00
README.md Intermediate updates. 2026-07-11 22:40:04 -07:00
Trunk.toml Fix errors from reorganization. 2026-07-07 17:08:09 -07:00

Sporeclad

Concepts

Packs

Packs (or expansions) are collections of rooms, items, and enemies that can be selected or combined

Rooms

Rooms are composed of 3x3 tile slabs surrounded by half tile margins.

  • Walls are placed on margins around the room.
    • Can walls/doors be placed between slabs of a room?
  • Doors are centered on a slab.
  • Are rooms instanced or unique, mixture?
    • Minor rooms instanced, major rooms unique?
  • Bit masks describing the areas where rooms can appear.
  • Room may specify guarenteed option for adjacent room.
    • Per door?
  • Ambient light, heat?

Doors

  • Doorway—connects to another room

  • Gate—blocks access while closed; permits environment?

  • Door—blocks access while closed

  • Window Door—blocks access while closed; permits light?

  • Hidden Passage—requires Inquiry check to open

  • Checkpoint—requires clearance to open (per type)

  • Automatic door—requires switch to open

  • Creature door—requires defeating encounter to open

  • How are doors selected between rooms?

    • Does the original room determine the type?
    • Does a door disappear when unlocked?
    • Doors grouped into compatible categories?
  • Models specified by room or global?

  • Parameterized behavior?

  • Checkpoints require specified clearance type?

Ducts

Ducts are passageways forming a network between entry points.

These are accessible to certain characters and creatures, or with specific items.

Areas

Areas are groups of rooms that share a clearance level. Disparate areas can only be connected via checkpoint doors.

When a room is placed, its area is determined either by the current area or checkpoint.

  • All Access (starting area?)
  • Clearance 1, Privileged
  • Clearance 2, Warehouse
  • Clearance 3, Laboratory
  • Level 1 Containment
  • Level 2 Containment
  • Level 3 Containment
  • Security

Environment

  • Applied at tile or slab level?

  • Heat

  • Sound

  • Light

Gameplay

  • Real-time, simulatenous action

  • Player controls one or more characters

  • Actions have duration and cooldown

  • Click free grid to move?

  • Click occupied grid to interact?

Setup

Before the game starts, each player selects a character from the roster. Upon starting, the players are placed into one or more starting rooms.

Characters

Characters are the actors through which players interact with the game. Players are offered a roster of characters to choose from, with each character providing its own composition of

Items

  • Key card—specified clearance

  • Hacking tool—any clearance, variable duration (consumed)

  • Weapon A—+1 to roll values (consumed)

  • Weapon B—+1 Skill during encounters

  • Armor A—ignore injury (consumed)

  • Armor B—+1 Constitution

  • Armor C—+2 Constitution

  • Armor D—+3 Constitution

  • __—+1 Inquiry

  • Map—+1 room reroll

  • Contraceptive—+2 Reception

  • Inhibitor—+4 Reception

  • __—-3 Reception

  • __—+1 Essence

Systems

Signaling

  • Sorted list of (key, value) states that affect entity state
    • e.g. doors, lights, containment
    • Entities register for update events?
  • Activated by e.g. switches, triggers