Fightory is a 2D top-down factory-building roguelite prototype. It explores whether recipe randomization can make each run ask for a different production line rather than a single solved layout.
Fightory 是一个 2D 俯视角工厂建造 Roguelite 原型,核心设计目的是探索肉鸽与工厂建设结合的可能:通过配方随机化,让每局都需要一套不同的产线解法。
Players read the recipes available in the current run, then combine ore, machines, terminals, and limited space into the best line they can build. New recipes are meant to change the value of existing resources and create reasons to reroute or rebuild during the run.
玩家需要根据本局拿到的配方,结合矿物、机器、终端与有限空间,实时设计当前条件下的最优产线。新配方会改变已有资源的价值,并推动玩家在局内改线或重建。
Role: Designed the core systems and gameplay rules and developed the Unity/C# prototype. A friend provided one round of code-architecture restructuring assistance.
职责:负责核心系统、玩法规则与 Unity/C# 原型开发;一位朋友提供过一次代码架构重构协助。
Status: Paused prototype.
状态:当前搁置的独立原型。
SELF-PLAYTEST ITERATION / ELEMENTAL RULES
设计意图:Launcher 与 Equipper 不再只是不同矿物的专用出口,而是决定同一元素作用于敌方还是玩家的目标组件。这样后续加入新矿物、配方和机器时,可以复用同一套组合规则,并为涌现玩法留下空间。
Design intent: Launcher and Equipper are no longer dedicated exits for specific ores. They decide whether the same element targets enemies or the player, creating a reusable combination rule for future ores, recipes, machines, and emergent interactions.
当前原型已经包含采集、运输、加工、Launcher / Equipper、战斗波次、状态效果、隐藏矿场与主动扫描。下一阶段将把配方随机化接入每局流程,重点测试玩家是否会根据配方主动改线。
The prototype includes collection, transport, processing, Launcher / Equipper, combat waves, status effects, hidden ore, and active scanning. The next milestone is connecting recipe randomization to the run loop and testing whether recipes create meaningful rerouting decisions.
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