Buildings Matrix
2 min read
| Building Requirements Table | < | < | < | < | < | < |
|---|---|---|---|---|---|---|
| Level | Set Up Cost | Cost/second | Build Time | Max Subrooms | Main Room Size | Hallway Width |
| 0.5 (Set Up) | none | none | none | n/a | n/a | n/a |
| 1 | n/a | 0 | 1x2 | n/a | ||
| 2 | n/a | 1 | 2x3 | 1 | ||
| 3 | n/a | 2 | 3x4 | 2 | ||
| 4 | n/a | 4 | 3x4 | 2 |
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Build Access: Sabotage Corps (default), Scout Corps (default)
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Ground Layer: Inconspicuous pile of leaves. The sprite automatically changes to a color variation that blends with the environment. It is small, can be easily obscured, and is invisible to players far away.
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Underground Layer: A makeshift dirt bunker using bushcraft. Lantern, wooden support beams, crates, some military gear and equipment scattered.
Technical Interaction Behavior
- Collision: The 'Hole' has no collision, a player can walk right through it and not realize it
- Enter Nest:
Interactwith the entrance to fade the screen to black >> despawns the player >> spawns the player on the underground layer next to the exit >> screen fades back out - 'Sneaky Peak':
Interactwith the exit to fade the screen to black >> screen fades back out on the Ground Layer >> The 'Hole Cover' sprite subtly changes to an ajar/lifted position to indicate someone is peaking - Exit Nest: While in the Sneaky Peak state,
Interactagain to instantly teleport to the Ground Layer next to the entrance - Stop 'Sneaky Peak': While in the Sneaky Peak state,
Cancelto fade in and out back to the player character