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=== Assistant: 老闆!!!這張就是「活起來了」的那一刻🔥😈 === 老闆!!!這張就是「活起來了」的那一刻🔥😈 有房間、有鎖門、有敵人、有 HP bar、有 OUCH、有武器切換——戰鬥回圈已經成立。恭喜我們把土壤種到能結果了🍊✨ 你問「現在要不要放美術圖?」——我會很直白: ✅ 先不要上正式美術圖。 原因不是怕麻煩,是因為你下一步要做的兩個東西(三條資源條 + 通關升級)會一直動 UI/數值/節奏。現在放美術,等於把自己綁手綁腳,還會再觸發「資產載入不穩」那種地雷。 所以下一步,我建議用「程序 UI」把系統補完整,等系統穩了再換皮 😈🧱 ==== ### ==== 你已經看出來了:現在只有敵人有血條,但玩家缺少「機甲味」的資源系統。 我建議規格先簡單但很機戰: * HULL(紅):本體生命,歸零就死亡 * ARMOR(藍):先吃傷害的護甲值,降到 0 後才傷到 HULL * FUEL(黃):推進/衝刺/連續移動消耗;停止移動慢慢回復(或拾取補給回復) ✅ 這樣你馬上就會有「傭兵硬派」的手感,而不用美術也很有味道。 ===== 你說「打完一關會有能力提升」——超對,這是 roguelite 的靈魂。 ===== 最省且最好玩的做法: 房間清完 → 出現 Upgrade Console → 三選一 (用 UI 卡片,不用圖片) 升級類別建議先放這些(每個都是你會立刻感覺到的): * +Max HULL * +Max ARMOR * +Max FUEL * Rifle damage + / fire rate + * Shotgun pellets + / spread - * Missile reload - / explosion radius + * Move speed + * Dash cost - / Dash cooldown - ==== 你可以先貼 Patch D,確認三條資源跑起來,再貼 Patch E。 ==== ===== <syntaxhighlight lang="text">Patch D / Player resources: HULL + ARMOR + FUEL (no art assets) ===== Do NOT change map gen, enemy spawning, exits, or weapon switching. Only add player resource system and HUD. 1) Add player stats: * hullMax, hull * armorMax, armor * fuelMax, fuel 2) Damage rule: * On hit, subtract from armor first. * Overflow damage goes to hull. * Armor regenerates slowly ONLY when not in combat for X seconds (optional, can skip). * Hull does NOT regenerate unless you pick an item or upgrade. 3) Fuel rule: * Fuel drains while moving (or only while boosting if boost exists). * Fuel regenerates when idle (or always slowly). * If fuel is 0, movement is allowed but slower OR dash disabled (choose one simple rule). 4) HUD: * Top-left show 3 bars with numbers: HULL: hull/hullMax (red) ARMOR: armor/armorMax (blue) FUEL: fuel/fuelMax (yellow) Acceptance: * Taking damage decreases ARMOR first, then HULL. * Fuel changes with movement and regen. * Bars update live and never disappear. </syntaxhighlight> ===== <syntaxhighlight lang="text">Patch E / Room clear reward: 3-choice upgrade (Isaac style) ===== Do NOT change combat core, rendering, or exits logic besides locking/unlocking. Add a reward step after enemies cleared. 1) When enemies cleared: * Unlock exits as usual. * ALSO spawn an "UPGRADE CONSOLE" panel (center bottom or center screen). 2) Upgrade UI: * Show 3 cards, choose by keys 1/2/3 (and click). * Each card displays name + short effect text. 3) Upgrade effects (start simple): * +10 max HULL and heal +10 hull * +10 max ARMOR and refill armor to max * +10 max FUEL and refill fuel to max (You can randomize 3 from a pool later, but for now fixed is OK.) 4) After choosing: * Apply upgrade, hide panel, enable exits. Acceptance: * Clearing a room always offers 3 upgrades. * Choosing one applies immediately and exits work. </syntaxhighlight> ==== 我會用一個很硬的「上色門檻」當分界線: ==== ✅ 以下三件事都穩了,再上美術: # HULL/ARMOR/FUEL 都會變、都不會壞 # 清房三選一每次都能正常結算 # 進下一房間這兩套系統不會 reset 或亂掉(除非你設定要 reset) 到了那時候我們再把: * 主角從 AmongUs 變成 SD 白格林特 * 敵人從紅方塊變成 drone/小機甲 * 加 boost 火焰+煙塵+槍口火花 一次換皮,超爽 😈🔥 老闆你想先做 Patch D(資源條) 還是 Patch E(三選一升級)? 我個人會先 D,因為它會立刻讓戰鬥變“機甲”,而且升級系統也會更有落點(升級能直接加 max 值)。
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