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| proj:duckling [2026/01/09 08:04] – created wikarai | proj:duckling [2026/03/24 22:28] (current) – external edit A User Not Logged in | ||
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| - | ====== | + | ====== |
| + | //Name: Work in Progress!// | ||
| //Inspired by the poem: [[https:// | //Inspired by the poem: [[https:// | ||
| + | |||
| + | {{ proj: | ||
| In the quiet of a spare room, a world is being pieced together. Beneath the soft glow of tealights and the hum of imagination, | In the quiet of a spare room, a world is being pieced together. Beneath the soft glow of tealights and the hum of imagination, | ||
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| ===== Game Rules & Journey ===== | ===== Game Rules & Journey ===== | ||
| - | The forest begins in a **very dark night (nuit bien noire)**. As the duckling waddles (se dandinait) across the board, his courage manifests as light. | + | The forest begins in a < |
| ==== The Core Journey ==== | ==== The Core Journey ==== | ||
| - | * **The Radiant Path:** Every tile the duckling touches transforms from a cold shadow into a **Warm Golden Glow**. | + | * **The Radiant Path:** Every tile the duckling touches transforms from a cold shadow into a < |
| * **The Shadows:** Through the **rain and the fog (la pluie et le brouillard)**, | * **The Shadows:** Through the **rain and the fog (la pluie et le brouillard)**, | ||
| - | * **Mockery of the Dark:** These predators do not attack; they mock. They move with a **Cold Purple or Deep Blue** light, " | + | * **Mockery of the Dark:** These predators do not attack; they mock. They move with a < |
| ==== The Hidden Treasures & Critters ==== | ==== The Hidden Treasures & Critters ==== | ||
| The duckling is not alone in these woods. Hidden in the deep shadows are resources and friends in need, such as the **Rat**, the **Squirrel**, | The duckling is not alone in these woods. Hidden in the deep shadows are resources and friends in need, such as the **Rat**, the **Squirrel**, | ||
| - | * **The Discovery: | + | * **The Discovery: |
| + | | ||
| + | * Hidden Nuts pulse in < | ||
| * **The Rescue:** Upon reaching a **Critter**, | * **The Rescue:** Upon reaching a **Critter**, | ||
| * **The Forage:** Finding a **Nut (Noid)** hidden in the brush grants a spirit boost, allowing the duckling to waddle faster or providing a permanent speed increase. | * **The Forage:** Finding a **Nut (Noid)** hidden in the brush grants a spirit boost, allowing the duckling to waddle faster or providing a permanent speed increase. | ||
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| The mission is to illuminate **80% of the forest** before the **dawn breaks (l’aube se pointe)**. | The mission is to illuminate **80% of the forest** before the **dawn breaks (l’aube se pointe)**. | ||
| - | As the game reaches its climax, the forest lights undergo a global transition from **Deep Teal/Night Blue** to **Bright | + | As the game reaches its climax, the forest lights undergo a global transition from < |
| ===== Technical Implementation (Work in Progress) ===== | ===== Technical Implementation (Work in Progress) ===== | ||
| The game logic is powered by a cost-effective PIC microcontroller (such as the PIC16F series). These chips offer enough I/O ports to manage the LED grid and sensor inputs from the conductive board. | The game logic is powered by a cost-effective PIC microcontroller (such as the PIC16F series). These chips offer enough I/O ports to manage the LED grid and sensor inputs from the conductive board. | ||
| - | |||
| - | |||
| <code c> | <code c> | ||
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| /* Primary Color Palette (GRB format) */ | /* Primary Color Palette (GRB format) */ | ||
| - | const uint32_t COLOR_NIGHT | + | const uint32_t COLOR_NIGHT |
| const uint32_t COLOR_DUCK_PATH = 0xD7FF00; // Warm Gold | const uint32_t COLOR_DUCK_PATH = 0xD7FF00; // Warm Gold | ||
| const uint32_t COLOR_PREDATOR | const uint32_t COLOR_PREDATOR | ||
| - | const uint32_t COLOR_CRITTER | + | const uint32_t COLOR_CRITTER |
| - | const uint32_t COLOR_NUT_GLOW | + | const uint32_t COLOR_NUT_GLOW |
| + | const uint32_t COLOR_DAWN | ||
| /* Variables */ | /* Variables */ | ||
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| // Logic: | // Logic: | ||
| // 1. Scan proximity to hidden objects (Critters/ | // 1. Scan proximity to hidden objects (Critters/ | ||
| - | // 2. If close, pulse target LED with Cyan or Pale Green. | + | // 2. If close, pulse target LED with Warm Red or Pale Green. |
| // 3. Handle ' | // 3. Handle ' | ||