758 lines
35 KiB
Markdown
758 lines
35 KiB
Markdown
# Reactor Maintenance Campaign Design
|
|
|
|
This document prepares the handcrafted campaign for implementation. The scope is a two-week game jam, so the campaign favors small, readable levels that reuse the same props in increasingly demanding combinations instead of requiring a large set of bespoke mechanics.
|
|
|
|
## Campaign Goals
|
|
|
|
- Teach one concept at a time, then ask the player to combine concepts under pulse pressure.
|
|
- Keep movement, inspection, and all-seeing-eye use calm and free.
|
|
- Make every environment-changing action produce one pulse.
|
|
- Make the tutorial a single-action demonstration.
|
|
- Make campaign levels increasingly choice-rich: early levels have a small number of plausible actions, mid levels have tradeoffs, and late levels require sequencing.
|
|
- Avoid dead-end puzzle states unless the level is already lost by terminal rules.
|
|
- Keep every level authorable with existing grid, network, prop, leak, door, sprinkler, terminal, remedy, and reactor concepts.
|
|
|
|
## Campaign Structure
|
|
|
|
The campaign uses one tutorial plus seven level groups. Each group contains three levels with increasing complexity.
|
|
|
|
| Group | Levels | Networks | Main Lesson |
|
|
| ----- | ------ | -------- | ----------- |
|
|
| Tutorial | 1 | Fuel | A lengthy action triggers a pulse, then reactor activation wins. |
|
|
| 1 | 3 | Fuel | Pressure-fed leaks, isolation, repair, reactor feed, and startup timing. |
|
|
| 2 | 3 | Coolant | Consumers, service starvation, sprinkler water, evaporation, and pressure tradeoffs. |
|
|
| 3 | 3 | Electricity | Voltage-fed leaks, wall access, doors, terminals, and routing risk. |
|
|
| 4 | 3 | Fuel + Coolant | Heat, suppression, evaporation, and fuel dilution. |
|
|
| 5 | 3 | Fuel + Electricity | Ignition, electrical containment, and fuel source control. |
|
|
| 6 | 3 | Coolant + Electricity | Wet conduction, drying through evaporation, and terminal-informed routing. |
|
|
| 7 | 3 | Fuel + Coolant + Electricity | Full reactor startup with all cascades present. |
|
|
|
|
## Authoring Rules
|
|
|
|
Every non-tutorial level must name at least two plausible first lengthy actions. The later the campaign, the more often both first actions should be valid but lead to different second-step obligations.
|
|
|
|
Level timelines describe intended reasoning, not forced scripting. If a player finds a different valid sequence, the systems should allow it.
|
|
|
|
Choice count should grow roughly like this:
|
|
|
|
- Tutorial: one prompted lengthy action.
|
|
- Group 1: two plausible first actions and a short recovery sequence, with no required consumers yet.
|
|
- Group 2: two to three plausible first actions, introducing consumers and making starvation visible.
|
|
- Group 3: three plausible first actions and information or containment tradeoffs.
|
|
- Groups 4-6: three to four plausible first actions, with two-network consequences.
|
|
- Group 7: four or more plausible first actions and multi-pulse sequencing.
|
|
|
|
## Level Format
|
|
|
|
Each level should be implemented with:
|
|
|
|
- one clear reactor control site,
|
|
- only the networks listed for its group,
|
|
- a compact reachable floor plan,
|
|
- forecast text for the most important selected actions,
|
|
- visible failure cause when lost,
|
|
- no required fast-forward action.
|
|
|
|
Each level below includes:
|
|
|
|
- `Purpose`: the reason the level exists.
|
|
- `Setup`: authored starting conditions.
|
|
- `Timeline`: intended chronological choices and pulse consequences.
|
|
- `Win`: exact success condition.
|
|
- `Lose`: intended failure pressures.
|
|
- `Implementation Notes`: content details that matter when building the level data.
|
|
|
|
## Tutorial: First Pulse
|
|
|
|
### T0 - Wake The Feed
|
|
|
|
Purpose: Teach that an environment-changing action triggers a visible pulse and can make the reactor ready.
|
|
|
|
Setup:
|
|
|
|
- Networks: fuel only.
|
|
- One disabled fuel flow prop feeds the reactor control.
|
|
- No leak, no heat, no doors, no terminal.
|
|
- Robot starts next to the fuel flow prop.
|
|
- The reactor is unready because fuel service is missing.
|
|
|
|
Timeline:
|
|
|
|
1. Player freely moves and inspects the flow prop and reactor control.
|
|
2. Player toggles the fuel flow prop.
|
|
3. One pulse propagates fuel to the reactor control.
|
|
4. The reactor becomes ready.
|
|
5. Player activates the reactor.
|
|
|
|
Win: Activate the ready reactor.
|
|
|
|
Lose: No practical lose condition beyond invalid actions; this is a guided tutorial.
|
|
|
|
Implementation Notes:
|
|
|
|
- This is the only single-action level.
|
|
- Prompt text should explicitly distinguish quick movement from a lengthy interaction.
|
|
- Pulse playback should be short and obvious: source lights up, pipe fills, reactor ready badge appears.
|
|
|
|
## Group 1: Fuel Network
|
|
|
|
Group 1 teaches that fuel is useful reactor feed and dangerous surface material. Fuel-only levels do not use required consumers yet and should not use heat ignition from other systems. The pressure-fed leak behavior is the main source of consequence.
|
|
|
|
### 1-1 - Bleed Line
|
|
|
|
Purpose: Teach that a fed leak keeps growing until the branch is isolated or repaired.
|
|
|
|
Setup:
|
|
|
|
- Networks: fuel only.
|
|
- One fuel source, one reactor control, one leaking fuel segment on a side branch.
|
|
- One isolation valve upstream of the leak.
|
|
- Reactor needs fuel at the control and zero required consumers.
|
|
- Initial fuel source is disabled.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: enable the fuel source. Pulse feeds the reactor control, but also injects fuel from the leak.
|
|
2. Plausible first action B: close the isolation valve. Pulse prevents leak growth but keeps the reactor starved.
|
|
3. If source was enabled first, player should close the valve or repair the leak before fuel reaches critical surface amount.
|
|
4. If valve was closed first, player enables source, sees safe service but starved branch, then repairs or leaves the isolated branch closed if reactor requirements are satisfied.
|
|
5. Player activates reactor once reactor control receives fuel.
|
|
|
|
Win: Reactor control fed by fuel, reactor activated.
|
|
|
|
Lose: Fuel surface hazard reaches robot-terminal level or forecasted critical growth is ignored until terminal failure.
|
|
|
|
Implementation Notes:
|
|
|
|
- Forecast for enabling source should say `Leak will grow`.
|
|
- Forecast for closing valve should say `Leak isolated; downstream fuel may starve`.
|
|
- Keep the leak access on a floor cell adjacent to the main route so repair is readable.
|
|
|
|
### 1-2 - Wrong Side Of The Valve
|
|
|
|
Purpose: Teach that isolation can starve required service if used too broadly.
|
|
|
|
Setup:
|
|
|
|
- Networks: fuel only.
|
|
- One fuel source feeds a fork: one branch to the reactor control and one branch to a leaking segment.
|
|
- One isolation valve before the fork and one isolation valve only on the leak branch.
|
|
- Fuel source starts enabled.
|
|
- Small initial fuel puddle exists at the leak access.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: close the main valve. Pulse stops leak growth but also starves the reactor.
|
|
2. Plausible first action B: close the leak-branch valve. Pulse stops leak growth while preserving reactor feed.
|
|
3. Plausible first action C: repair the leak immediately. Pulse leaves pressure on the damaged area; repair succeeds, but the player learns root pressure can still matter later.
|
|
4. Player restores or preserves fuel service.
|
|
5. Player activates reactor when reactor control is supplied.
|
|
|
|
Win: Reactor fuel feed present, reactor activated.
|
|
|
|
Lose: Ignoring the leak lets fuel become terminal, or standing in unsafe fuel after a pulse loses the level.
|
|
|
|
Implementation Notes:
|
|
|
|
- The two valves should be spatially distinct and named through inspector text: `Main Fuel Valve` and `Leak Branch Valve`.
|
|
- This level should make the better valve choice visible without requiring the all-seeing-eye terminal.
|
|
|
|
### 1-3 - Pressure Choice
|
|
|
|
Purpose: Teach sequencing between source control, isolation, repair, and activation.
|
|
|
|
Setup:
|
|
|
|
- Networks: fuel only.
|
|
- Two optional fuel endpoints exist as readable branch targets, but consumer requirements are still zero.
|
|
- One damaged weakened fuel segment will become leaking if high pressure remains after a pulse.
|
|
- One existing small leak blocks a short route.
|
|
- One fuel neutralizer supply is available.
|
|
- Reactor control is on the main line.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: repair the visible leak. Pulse keeps pressure high and may create a new leak on the weakened segment.
|
|
2. Plausible first action B: close an isolation valve near the weakened branch. Pulse protects that branch but may starve one optional endpoint.
|
|
3. Plausible first action C: pick up fuel neutralizer. Pulse gives time cost while leaks grow slightly.
|
|
4. Player chooses whether to stabilize the network first or accept minor fuel spread to reach reactor readiness faster.
|
|
5. Player activates reactor after reactor feed is stable.
|
|
|
|
Win: Reactor fuel feed present, reactor activated.
|
|
|
|
Lose: Fuel hazard reaches terminal amount or robot ends a pulse on unsafe fuel.
|
|
|
|
Implementation Notes:
|
|
|
|
- This is the first level where a non-perfect solution is acceptable.
|
|
- Forecast should warn when structural integrity is expected to become a new leak.
|
|
|
|
## Group 2: Coolant Network
|
|
|
|
Group 2 raises complexity because coolant-only mechanics would otherwise echo fuel-only leakage. This group introduces consumers as first-class reactor requirements and teaches that coolant is a service network plus a sprinkler resource. Coolant surface output is sprinkler water: useful, temporary, and able to evaporate.
|
|
|
|
### 2-1 - Prime The Pump
|
|
|
|
Purpose: Introduce required consumers and starvation using a non-lethal coolant network.
|
|
|
|
Setup:
|
|
|
|
- Networks: coolant only.
|
|
- One coolant source, two coolant consumers, one reactor control.
|
|
- Reactor requires one producing coolant consumer.
|
|
- One isolation valve can cut off the closer consumer while preserving the reactor feed.
|
|
- No leaks, no sprinkler valve yet.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: enable coolant source. Pulse feeds both consumers and reactor control.
|
|
2. Plausible first action B: toggle the isolation valve. Pulse demonstrates starvation without immediate danger.
|
|
3. If the player starves the required path, they must reopen the valve and spend another pulse.
|
|
4. Player observes consumer state: starved versus producing.
|
|
5. Player activates reactor once any required coolant consumer is producing and reactor control is fed.
|
|
|
|
Win: One coolant consumer producing, reactor coolant feed present, reactor activated.
|
|
|
|
Lose: No intended terminal hazard; excessive wrong actions only delay readiness.
|
|
|
|
Implementation Notes:
|
|
|
|
- This level is forgiving but not one-action because the valve is a tempting alternate first action.
|
|
- The inspector should explicitly show `Coolant consumer: Starved` and `Producing`.
|
|
|
|
### 2-2 - Sprinkler Debt
|
|
|
|
Purpose: Teach sprinkler discharge as a tradeoff: surface help now, coolant pressure loss this pulse.
|
|
|
|
Setup:
|
|
|
|
- Networks: coolant only.
|
|
- One coolant source feeds one required coolant consumer, reactor control, and one sprinkler valve.
|
|
- A harmless hot surface patch exists as a preview target for future heat interactions.
|
|
- Activating sprinkler valve wets outlet cells and causes a temporary local coolant pressure drop.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: activate the sprinkler valve. Pulse wets the hot patch and shows evaporation/cooling, but coolant pressure drops and may starve the consumer.
|
|
2. Plausible first action B: enable or preserve the main coolant feed first. Pulse makes reactor nearly ready but leaves hot patch unchanged.
|
|
3. Player chooses whether to spend one pulse demonstrating suppression or go directly for readiness.
|
|
4. If sprinkler caused starvation, the recovery path is another useful network action, such as toggling a valve or source, that triggers a pulse and lets evaporation or pressure recovery resolve.
|
|
5. Player activates reactor after coolant consumer and reactor feed are supplied.
|
|
|
|
Win: Coolant consumer producing, reactor coolant feed present, reactor activated.
|
|
|
|
Lose: Heat patch is intentionally below terminal level; loss should be unlikely unless robot ends on an unsafe cell.
|
|
|
|
Implementation Notes:
|
|
|
|
- This level introduces evaporation visually before heat becomes a central system.
|
|
- Forecast for sprinkler should say `Outlet wets; local coolant pressure drops this pulse`.
|
|
|
|
### 2-3 - Split Flow
|
|
|
|
Purpose: Teach that coolant service has routing priorities and that not every consumer must be active unless required.
|
|
|
|
Setup:
|
|
|
|
- Networks: coolant only.
|
|
- One coolant source, one junction, three coolant consumers, one reactor control.
|
|
- Reactor requires two producing coolant consumers.
|
|
- One branch includes a weakened coolant leak that creates sprinkler water if fed.
|
|
- One isolation valve can protect the damaged branch while sacrificing one consumer.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: cycle the junction toward the damaged branch. Pulse feeds more consumers but starts coolant leakage.
|
|
2. Plausible first action B: close damaged-branch isolation. Pulse prevents leakage but leaves only two possible consumers.
|
|
3. Plausible first action C: repair the coolant leak first. Pulse consumes time while current routing continues.
|
|
4. Player balances enough producing consumers against leak control.
|
|
5. Player activates reactor when two coolant consumers and the reactor control are fed.
|
|
|
|
Win: Two coolant consumers producing, reactor coolant feed present, reactor activated.
|
|
|
|
Lose: Robot loses by unsafe final surface state if the route is flooded enough to be unsafe, or terminal rules mark failure.
|
|
|
|
Implementation Notes:
|
|
|
|
- Keep the coolant leak readable as sprinkler water, not as generic damage.
|
|
- This level should cement consumers before electricity appears.
|
|
|
|
## Group 3: Electricity Network
|
|
|
|
Group 3 teaches electricity as fast, directional danger. Electricity leaks can emit from walls, voltage matters, and doors/terminals enter because information and containment are more important now.
|
|
|
|
### 3-1 - Live Face
|
|
|
|
Purpose: Introduce electricity wall leaks and repair access from an adjacent floor face.
|
|
|
|
Setup:
|
|
|
|
- Networks: electricity only.
|
|
- One electricity source, one electricity consumer, one reactor control.
|
|
- One wall-based electricity leak with a clearly marked accessible floor face.
|
|
- One isolation valve can cut voltage to the leaking segment.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: enable electricity source. Pulse powers consumer and reactor but emits electricity from the wall leak.
|
|
2. Plausible first action B: close isolation valve. Pulse prevents emission but starves the consumer.
|
|
3. Player moves to the safe repair face and repairs the leak, or keeps it isolated if reactor feed can bypass it.
|
|
4. Player restores power and activates reactor.
|
|
|
|
Win: Electricity consumer producing, reactor electricity feed present, reactor activated.
|
|
|
|
Lose: Robot ends a pulse on unsafe electricity, or electricity reaches terminal state.
|
|
|
|
Implementation Notes:
|
|
|
|
- Access face must be visually unambiguous.
|
|
- Forecast for source enable should call out `Wall leak will energize this face`.
|
|
|
|
### 3-2 - Breaker Door
|
|
|
|
Purpose: Introduce doors as surface propagation blockers without adding a second network.
|
|
|
|
Setup:
|
|
|
|
- Networks: electricity only.
|
|
- One source and one required electricity consumer.
|
|
- A closed door sits in a corridor between a possible electricity spill and the robot route.
|
|
- One door action can open a shorter path but also allows surface electricity propagation through the corridor.
|
|
- One isolation valve can de-energize the hazardous branch.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: open the door. Pulse improves robot routing but may let electricity spread across the corridor.
|
|
2. Plausible first action B: isolate the hazardous branch first. Pulse makes opening the door safer but may starve the consumer.
|
|
3. Plausible first action C: repair the wall leak first. Pulse costs time while voltage remains active.
|
|
4. Player sequences isolation, door, repair, and power restoration.
|
|
5. Player activates reactor when consumer and reactor feed are powered.
|
|
|
|
Win: Electricity consumer producing, reactor electricity feed present, reactor activated.
|
|
|
|
Lose: Unsafe electricity reaches the robot route or terminal failure occurs.
|
|
|
|
Implementation Notes:
|
|
|
|
- Door preview should show blocked or unblocked surface propagation.
|
|
- This is the first level where a mobility action that is lengthy can reshape hazard propagation.
|
|
|
|
### 3-3 - The All-Seeing Eye
|
|
|
|
Purpose: Introduce the all-seeing-eye terminal as optional information, not a magic solution.
|
|
|
|
Setup:
|
|
|
|
- Networks: electricity only.
|
|
- Two visually similar branches are hidden until terminal access.
|
|
- One branch feeds the reactor safely; the other branch reaches a weakened high-voltage segment.
|
|
- An all-seeing-eye terminal is reachable through a side room.
|
|
- Reactor requires one electricity consumer.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: activate the all-seeing-eye terminal. Pulse reveals underground topology and forecasts the safer branch.
|
|
2. Plausible first action B: enable source immediately. Pulse may feed the correct path or reveal danger through voltage and leak warnings.
|
|
3. Plausible first action C: toggle a suspected isolation valve before seeing topology. Pulse may protect the weak branch or starve the consumer.
|
|
4. Player uses revealed topology or observed consequences to choose the correct valve/source sequence.
|
|
5. Player activates reactor once electricity service is stable.
|
|
|
|
Win: Electricity consumer producing, reactor electricity feed present, reactor activated.
|
|
|
|
Lose: High voltage creates a leak and unsafe electricity reaches the robot, or terminal failure occurs.
|
|
|
|
Implementation Notes:
|
|
|
|
- This level should not require terminal use, but terminal use should be clearly advantageous.
|
|
- Underground overlay is introduced here and should be reused in all later groups.
|
|
|
|
## Group 4: Fuel + Coolant
|
|
|
|
Group 4 introduces heat as the first major two-network consequence. Fuel creates burn risk; coolant sprinkler water dilutes fuel, quenches heat, and evaporates.
|
|
|
|
### 4-1 - Steam Test
|
|
|
|
Purpose: Teach heat, quenching, and evaporation in a contained fuel/coolant scenario.
|
|
|
|
Setup:
|
|
|
|
- Networks: fuel and coolant.
|
|
- One fuel source and consumer, one coolant source and consumer, one reactor control under both networks.
|
|
- A small heat patch sits near a fuel leak.
|
|
- One sprinkler valve can wet the heat patch.
|
|
- Reactor requires one fuel and one coolant consumer.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: activate sprinkler. Pulse quenches heat and evaporates some water, but may starve coolant consumer temporarily.
|
|
2. Plausible first action B: isolate or repair fuel leak first. Pulse slows fuel growth but leaves heat.
|
|
3. Plausible first action C: enable fuel service first. Pulse may bring reactor closer but grows fuel near heat.
|
|
4. Player suppresses or removes the immediate heat/fuel interaction, then restores both services.
|
|
5. Player activates reactor when fuel and coolant requirements are met.
|
|
|
|
Win: One fuel consumer and one coolant consumer producing, reactor fed by both networks, reactor activated.
|
|
|
|
Lose: Heat reaches terminal threshold, ignition occurs from unmanaged fuel/heat, or robot ends on unsafe hazard.
|
|
|
|
Implementation Notes:
|
|
|
|
- This is the first level where coolant is clearly helpful against another system.
|
|
- Forecast should say whether sprinkler causes `Reactor ready delayed by coolant pressure drop`.
|
|
|
|
### 4-2 - Dry Window
|
|
|
|
Purpose: Teach that wet cells do not remain wet by timer; evaporation depends on water and heat values.
|
|
|
|
Setup:
|
|
|
|
- Networks: fuel and coolant.
|
|
- A hot corridor separates robot from a fuel repair site.
|
|
- Sprinkler outlets can cool the corridor, but water evaporates quickly on high-heat cells.
|
|
- Fuel service and coolant service are both required.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: sprinkler corridor first. Pulse lowers heat and opens a safer movement route, but coolant consumer may starve.
|
|
2. Plausible first action B: repair or isolate fuel leak first. Pulse reduces future fuel but leaves corridor heat dangerous.
|
|
3. Plausible first action C: adjust coolant routing to preserve consumer feed before sprinkler use.
|
|
4. Player uses the cooled movement window to reach fuel repair or activation path.
|
|
5. Player restores both services and activates reactor.
|
|
|
|
Win: Required fuel and coolant consumers producing, reactor fed by both, reactor activated.
|
|
|
|
Lose: Heat rebounds or spreads to terminal level; robot ends a pulse on unsafe heat.
|
|
|
|
Implementation Notes:
|
|
|
|
- The level should visually prove evaporation by shrinking wet overlays during pulse playback.
|
|
- Avoid making timing real-time; the window is about pulse consequences and movement position.
|
|
|
|
### 4-3 - Dilution Route
|
|
|
|
Purpose: Teach coolant/fuel same-cell interaction before electricity makes wetness dangerous.
|
|
|
|
Setup:
|
|
|
|
- Networks: fuel and coolant.
|
|
- A fuel leak threatens to pool across a required walkway.
|
|
- Sprinkler outlets can dilute fuel but create water that evaporates over later pulses.
|
|
- Two fuel consumers exist; one is safer but farther through a valve sequence.
|
|
- Reactor requires one fuel and one coolant consumer.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: sprinkler the fuel pool. Pulse dilutes fuel, possibly creating a safe path, but coolant pressure drops.
|
|
2. Plausible first action B: isolate fuel branch. Pulse stops new fuel but may starve the only currently fed fuel consumer.
|
|
3. Plausible first action C: reroute fuel to the safer consumer first. Pulse delays cleanup but may satisfy reactor requirements.
|
|
4. Player chooses between cleanup-first and service-first sequencing.
|
|
5. Player activates reactor after both services are met and path to control is safe.
|
|
|
|
Win: Fuel and coolant requirements met, reactor control reachable and fed, reactor activated.
|
|
|
|
Lose: Fuel hazard or heat reaches terminal state; robot ends in unsafe fuel or heat.
|
|
|
|
Implementation Notes:
|
|
|
|
- Keep electricity absent so wetness is unambiguously helpful here.
|
|
- This prepares the contrast for Group 6.
|
|
|
|
## Group 5: Fuel + Electricity
|
|
|
|
Group 5 teaches ignition risk. Fuel plus electricity can create heat/fire, so the player must decide which source to energize, isolate, or repair first.
|
|
|
|
### 5-1 - Spark In The Line
|
|
|
|
Purpose: Introduce fuel/electricity ignition in a small, readable layout.
|
|
|
|
Setup:
|
|
|
|
- Networks: fuel and electricity.
|
|
- One fuel leak and one electricity wall leak threaten the same corridor from different sides.
|
|
- One fuel consumer and one electricity consumer are required.
|
|
- Reactor control is under both networks.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: enable fuel source. Pulse feeds fuel service but grows fuel near the electric face.
|
|
2. Plausible first action B: enable electricity source. Pulse powers service but may energize the leak face.
|
|
3. Plausible first action C: isolate either damaged branch first. Pulse reduces ignition risk but starves one service.
|
|
4. Player prevents overlap by isolating or repairing at least one leak before both services are active.
|
|
5. Player restores both services and activates reactor.
|
|
|
|
Win: Fuel and electricity consumers producing, reactor fed by both, reactor activated.
|
|
|
|
Lose: Fuel/electricity ignition creates terminal heat, or robot ends on unsafe hazard.
|
|
|
|
Implementation Notes:
|
|
|
|
- Forecast must clearly call out `Ignition risk` before the player combines fuel and electricity.
|
|
|
|
### 5-2 - Dark Start
|
|
|
|
Purpose: Teach that powering information or doors can worsen fuel hazards.
|
|
|
|
Setup:
|
|
|
|
- Networks: fuel and electricity.
|
|
- All-seeing-eye terminal is present but requires reaching or powering a side branch.
|
|
- A fuel leak is visible; the electricity topology is partially hidden until terminal use.
|
|
- A door can contain surface fuel spread if kept closed.
|
|
- Reactor requires one fuel and one electricity consumer.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: activate terminal. Pulse reveals a safer electric route but gives fuel another pulse to spread.
|
|
2. Plausible first action B: close or keep door containment while repairing fuel. Pulse contains fuel but delays information.
|
|
3. Plausible first action C: energize electricity blind. Pulse may power the terminal path but risks ignition near hidden leak face.
|
|
4. Player uses containment plus information to choose source order.
|
|
5. Player restores both networks and activates reactor.
|
|
|
|
Win: Required fuel and electricity consumers producing, reactor fed by both, reactor activated.
|
|
|
|
Lose: Fire/heat reaches terminal threshold or unsafe electricity/fuel traps the robot.
|
|
|
|
Implementation Notes:
|
|
|
|
- This level asks the player to value information without making it mandatory.
|
|
- Door state should be visible in forecast as a surface spread blocker.
|
|
|
|
### 5-3 - Hot Bypass
|
|
|
|
Purpose: Create a richer two-network routing puzzle using optional consumers and structural integrity.
|
|
|
|
Setup:
|
|
|
|
- Networks: fuel and electricity.
|
|
- Two fuel consumers and two electricity consumers exist; one of each is required.
|
|
- A high-voltage route weakens an electricity segment near a fuel bypass.
|
|
- A fuel isolation valve can protect the bypass but starves the closest fuel consumer.
|
|
- One heat shield supply is present.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: route electricity through high-voltage branch. Pulse satisfies power but may create a leak near fuel.
|
|
2. Plausible first action B: isolate fuel bypass first. Pulse lowers ignition risk but requires a longer fuel service route.
|
|
3. Plausible first action C: pick up heat shield. Pulse gives safety margin while hazards evolve.
|
|
4. Player sequences routing and repair so the two networks do not overlap unsafely.
|
|
5. Player activates reactor once one consumer of each type is producing.
|
|
|
|
Win: One fuel and one electricity consumer producing, reactor fed by both, reactor activated.
|
|
|
|
Lose: Ignition creates terminal heat, structural leak cascade becomes unrecoverable, or robot ends unsafe.
|
|
|
|
Implementation Notes:
|
|
|
|
- This is a late two-network difficulty spike, but keep the grid small.
|
|
- Heat shield should be useful for movement, not a solution to the system problem.
|
|
|
|
## Group 6: Coolant + Electricity
|
|
|
|
Group 6 reframes coolant as both protection and electrical risk. Wet cells conduct electricity faster, and evaporation becomes a strategic cleanup mechanic.
|
|
|
|
### 6-1 - Charged Floor
|
|
|
|
Purpose: Teach wet-electricity conduction in isolation from fuel.
|
|
|
|
Setup:
|
|
|
|
- Networks: coolant and electricity.
|
|
- Sprinkler valve can wet a corridor.
|
|
- Electricity leak can energize one end of that corridor.
|
|
- One coolant consumer and one electricity consumer are required.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: activate sprinkler. Pulse cools and wets corridor, but creates a possible conduction path.
|
|
2. Plausible first action B: isolate or repair electricity leak first. Pulse makes later sprinkler use safer but delays power service.
|
|
3. Plausible first action C: enable electricity first. Pulse powers consumer but makes wet corridor dangerous if sprinkler was used.
|
|
4. Player prevents electricity from entering wet cells, or uses other useful actions to let evaporation reduce wetness before energizing.
|
|
5. Player activates reactor after both services are producing.
|
|
|
|
Win: Coolant and electricity consumers producing, reactor fed by both, reactor activated.
|
|
|
|
Lose: Wet conduction reaches robot or terminal electrical failure occurs.
|
|
|
|
Implementation Notes:
|
|
|
|
- Forecast should use distinct wording: `Wet cells will conduct electricity`.
|
|
|
|
### 6-2 - Dry Before Live
|
|
|
|
Purpose: Teach that evaporation can be part of sequencing without adding fast-forward.
|
|
|
|
Setup:
|
|
|
|
- Networks: coolant and electricity.
|
|
- A previously wet area blocks the safest electrical route.
|
|
- Heat patch is present only to accelerate evaporation, not as a third network.
|
|
- A door can contain electrical spread while wet cells dry.
|
|
- Reactor requires one coolant and one electricity consumer.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: open the door and energize route. Pulse risks electrical spread through wet cells.
|
|
2. Plausible first action B: perform coolant routing or valve action that also lets one pulse of evaporation occur. Pulse reduces wetness while changing service state.
|
|
3. Plausible first action C: close containment door first. Pulse buys a safer electrical boundary.
|
|
4. Player uses useful network actions to create a dry-enough route before energizing.
|
|
5. Player activates reactor when both services are supplied.
|
|
|
|
Win: Coolant and electricity requirements met, reactor control fed by both, reactor activated.
|
|
|
|
Lose: Wet electrical spread reaches terminal hazard or robot safety failure.
|
|
|
|
Implementation Notes:
|
|
|
|
- Do not add a wait button; all drying happens as a consequence of meaningful actions.
|
|
- The heat patch should be described as environmental heat, not a fuel-system mechanic.
|
|
|
|
### 6-3 - Eye In The Storm
|
|
|
|
Purpose: Combine terminal information with wet-conduction routing.
|
|
|
|
Setup:
|
|
|
|
- Networks: coolant and electricity.
|
|
- All-seeing-eye terminal reveals which wet corridor overlies the live conduit.
|
|
- Two sprinkler valves exist: one useful, one dangerous if electricity is active.
|
|
- One coolant and one electricity consumer are required.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: use all-seeing-eye terminal. Pulse reveals hidden overlap and forecasts the safe sprinkler choice.
|
|
2. Plausible first action B: activate nearest sprinkler without information. Pulse may wet the dangerous corridor.
|
|
3. Plausible first action C: isolate electricity first. Pulse makes sprinkler choice safer but starves electricity consumer.
|
|
4. Player decides whether to gather information, isolate, or take a calculated sprinkler action.
|
|
5. Player restores both services and activates reactor.
|
|
|
|
Win: Coolant and electricity consumers producing, reactor fed by both, reactor activated.
|
|
|
|
Lose: Wet conduction cascade becomes terminal or robot ends unsafe.
|
|
|
|
Implementation Notes:
|
|
|
|
- This is the capstone for terminals before the full-system endgame.
|
|
- Terminal should reveal both underground layers at once.
|
|
|
|
## Group 7: Full Reactor Startup
|
|
|
|
Group 7 uses all three networks. The final levels should feel like compact crisis management, not sprawling labyrinths.
|
|
|
|
### 7-1 - Three-Key Start
|
|
|
|
Purpose: First all-network level with one clear problem per network.
|
|
|
|
Setup:
|
|
|
|
- Networks: fuel, coolant, electricity.
|
|
- Reactor control sits on all three networks.
|
|
- One required consumer per network.
|
|
- Fuel has a leak, coolant has a sprinkler pressure tradeoff, electricity has a wall leak.
|
|
- One all-seeing-eye terminal is available but off the direct route.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: isolate fuel leak. Pulse reduces fuel growth but may starve fuel consumer.
|
|
2. Plausible first action B: repair electricity leak. Pulse delays fuel/coolant response but prevents ignition and wet conduction problems.
|
|
3. Plausible first action C: use sprinkler. Pulse suppresses heat/fuel but may starve coolant and creates wet electrical risk.
|
|
4. Plausible first action D: activate terminal. Pulse reveals best sequence but allows all hazards to advance.
|
|
5. Player stabilizes the most dangerous interaction first, then restores all three services.
|
|
6. Player activates reactor.
|
|
|
|
Win: One consumer of each network producing, reactor fed by fuel/coolant/electricity, reactor activated.
|
|
|
|
Lose: Terminal heat, wet electricity, ignition, or robot safety failure.
|
|
|
|
Implementation Notes:
|
|
|
|
- This level should be forgiving: one hazard per network, short distances, strong forecasts.
|
|
|
|
### 7-2 - Cascade Lockout
|
|
|
|
Purpose: Require deliberate ordering because solving one system can worsen another.
|
|
|
|
Setup:
|
|
|
|
- Networks: fuel, coolant, electricity.
|
|
- Fuel leak threatens heat.
|
|
- Coolant sprinkler can suppress heat but wets the floor near an electric leak.
|
|
- Electricity route powers the all-seeing-eye terminal and required consumer.
|
|
- Door can contain either fuel spread or electricity spread, depending on when opened.
|
|
- Reactor requires one consumer of each network.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: sprinkler fuel/heat area. Pulse reduces fire risk but creates wet conduction risk.
|
|
2. Plausible first action B: isolate electricity leak. Pulse makes sprinkler safer but starves electricity consumer and terminal.
|
|
3. Plausible first action C: close/open door for containment. Pulse changes surface propagation boundaries.
|
|
4. Plausible first action D: activate terminal before suppression. Pulse reveals topology but lets fuel/heat grow.
|
|
5. Player chooses containment, suppression, isolation, then service restoration in a coherent order.
|
|
6. Player activates reactor when all networks are producing and the route to control is safe.
|
|
|
|
Win: All three required consumers producing, reactor fed by all three networks, reactor activated.
|
|
|
|
Lose: Fire or wet-electricity cascade reaches terminal state; robot route becomes unsafe at pulse end.
|
|
|
|
Implementation Notes:
|
|
|
|
- This is the main campaign test of two-network lessons inside a three-network level.
|
|
- Forecast text should identify which consequence is worse: heat growth or wet conduction.
|
|
|
|
### 7-3 - Critical Path
|
|
|
|
Purpose: Final compact capstone: choose a startup sequence under multiple interacting failures.
|
|
|
|
Setup:
|
|
|
|
- Networks: fuel, coolant, electricity.
|
|
- Two consumers per network exist; one per network is required.
|
|
- Reactor control requires all three feeds.
|
|
- One fuel leak near heat, one coolant sprinkler with pressure drop, one electric wall leak near a wettable corridor, one weakened structural segment.
|
|
- One all-seeing-eye terminal, one heat shield, and one relevant neutralizer are available.
|
|
|
|
Timeline:
|
|
|
|
1. Plausible first action A: all-seeing-eye terminal. Pulse reveals the safest consumer set and weakened segment, but all hazards advance.
|
|
2. Plausible first action B: isolate fuel/heat branch. Pulse prevents fire growth but may force a longer fuel route.
|
|
3. Plausible first action C: isolate electricity before sprinkler use. Pulse prevents wet conduction but delays power service.
|
|
4. Plausible first action D: sprinkler first. Pulse suppresses heat/fuel but creates wetness and coolant pressure debt.
|
|
5. Plausible first action E: pick up heat shield or neutralizer. Pulse improves robot access while systems continue changing.
|
|
6. Player selects one consumer path per network, stabilizes the interaction that would become terminal first, then restores minimum required services.
|
|
7. Player activates reactor as soon as all three feeds and consumer requirements align.
|
|
|
|
Win: At least one fuel, coolant, and electricity consumer producing; reactor control fed by all three networks; reactor activated.
|
|
|
|
Lose: Reactor heat reaches terminal threshold, wet electricity reaches the robot, ignition creates unrecoverable heat, or structural leak cascade makes required service impossible before activation.
|
|
|
|
Implementation Notes:
|
|
|
|
- Final level should have multiple valid solution orders, but each order should require respecting the same causal rules.
|
|
- Do not require perfect cleanup. Winning with controlled remaining hazards is desirable.
|
|
- Use strong forecast summaries because this level has the highest choice count.
|
|
|
|
## Implementation Checklist
|
|
|
|
- Add campaign manifest entries in this exact order once level data exists.
|
|
- Keep level names stable because save data and UI can use them.
|
|
- Implement one tutorial level first, then one representative level from each group before filling all three per group.
|
|
- Prioritize mechanics in this order for jam delivery:
|
|
1. Pulse playback and forecast wording.
|
|
2. Fuel source, isolation, repair, and reactor activation.
|
|
3. Coolant consumers, sprinkler discharge, pressure drop, and evaporation.
|
|
4. Electricity wall leaks and robot safety.
|
|
5. Doors and all-seeing-eye terminal.
|
|
6. Heat, ignition, dilution, quenching, wet conduction.
|
|
7. Full campaign content pass.
|
|
- If scope tightens, ship Tutorial, Group 1, one level each from Groups 2-6, and all Group 7 levels only if the interaction systems are stable.
|
|
|
|
## Test Expectations
|
|
|
|
Campaign implementation should add tests for:
|
|
|
|
- every level loading and validating,
|
|
- required consumer counts matching networks present in each level,
|
|
- tutorial solvable with exactly one lengthy action before reactor activation,
|
|
- every non-tutorial level exposing at least two valid first lengthy actions,
|
|
- win criteria reachable for each authored level,
|
|
- no level requiring a wait or fast-forward command,
|
|
- campaign manifest order matching this document.
|