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proj:duckling [2026/01/09 08:04] – created wikaraiproj:duckling [2026/03/24 22:28] (current) – external edit A User Not Logged in
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-====== The Master of the Woods: A Game of Light ======+====== Brouillard's Brave Bird: A Game of Light ====== 
 +//Name: Work in Progress!//
  
 //Inspired by the poem: [[https://crow.work/wiki/proj/duckling/poem|Un Petit Caneton]] - Mango Train (in French)// //Inspired by the poem: [[https://crow.work/wiki/proj/duckling/poem|Un Petit Caneton]] - Mango Train (in French)//
 +
 +{{  proj:unpetitecaneton-tufted-edited.jpg?350  }}
  
 In the quiet of a spare room, a world is being pieced together. Beneath the soft glow of tealights and the hum of imagination, a **little duckling (un petit caneton)** prepares to prove that the forest is not a place to fear, but a place to call home. In the quiet of a spare room, a world is being pieced together. Beneath the soft glow of tealights and the hum of imagination, a **little duckling (un petit caneton)** prepares to prove that the forest is not a place to fear, but a place to call home.
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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 <color:#222222>_</color> **very dark night (nuit bien noire)**. As the duckling waddles (se dandinait) across the board, his courage manifests as light.
  
 ==== 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 <color:#D7FF00>_</color> **Warm Golden Glow**.
   * **The Shadows:** Through the **rain and the fog (la pluie et le brouillard)**, the **owls (hibous)** and **foxes (renards)** emerge.   * **The Shadows:** Through the **rain and the fog (la pluie et le brouillard)**, the **owls (hibous)** and **foxes (renards)** emerge.
-  * **Mockery of the Dark:** These predators do not attack; they mock. They move with a **Cold Purple or Deep Blue** light, "blowing out the candles" of the duckling's progress to reclaim the woods for the dark.+  * **Mockery of the Dark:** These predators do not attack; they mock. They move with a <color:#004B82>_</color> **Cold Purple or Deep Blue** light, "blowing out the candles" of the duckling's progress to reclaim the woods for the dark.
  
 ==== 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**, and the **Rabbit**. 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**, and the **Rabbit**.
  
-  * **The Discovery:** Both Critters and Nuts are invisible in the dark until the duckling draws near. When the duckling is within 2 tiles, the game's electronics trigger a **Soft Cyan** pulse—a flicker of hope in the gloom.+  * **The Discovery:** Both Critters and Nuts are invisible in the dark until the duckling draws near. When the duckling is within 2 tiles, the game's electronics trigger a flicker of hope: 
 +    Friends pulse in <color:#A52A2A>_</color> **Warm Red**. 
 +    * Hidden Nuts pulse in <color:#2b6a1b>_</color> **Pale Green**.
   * **The Rescue:** Upon reaching a **Critter**, the tile flashes. They gift the duckling **Forest Spirit**: a bonus that makes the duckling's light "stickier," preventing predators from blowing it out for a few turns.   * **The Rescue:** Upon reaching a **Critter**, the tile flashes. They gift the duckling **Forest Spirit**: a bonus that makes the duckling's light "stickier," preventing predators from blowing it out for a few turns.
   * **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 Orange and White**. Once the forest is aglow, the predators realize the duckling is truly the **master of these places (maitre de ces lieux)**. As the sun rises, it is they who will cry: **"Run for your lives!" (Sauve qui peut!)**+As the game reaches its climax, the forest lights undergo a global transition from <color:#222222>_</color> **Dark Night** to a <color:#FF8C00>_</color> **Sunrise Orange**. Once the forest is aglow, the predators realize the duckling is truly the **master of these places (maitre de ces lieux)**. As the sun rises, it is they who will cry: **"Run for your lives!" (Sauve qui peut!)**
  
 ===== 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     0x000033; // Deep Teal+const uint32_t COLOR_NIGHT     0x222222; // Dark Night
 const uint32_t COLOR_DUCK_PATH = 0xD7FF00; // Warm Gold const uint32_t COLOR_DUCK_PATH = 0xD7FF00; // Warm Gold
 const uint32_t COLOR_PREDATOR  = 0x004B82; // Cold Purple const uint32_t COLOR_PREDATOR  = 0x004B82; // Cold Purple
-const uint32_t COLOR_CRITTER   0xFFFF00; // Cyan Pulse (Target Friend) +const uint32_t COLOR_CRITTER   0xA52A2A; // Warm Red Pulse (Target Friend) 
-const uint32_t COLOR_NUT_GLOW 0x33FF00; // Pale Green (Target Nut)+const uint32_t COLOR_NUT_GLOW 0x2B6A1B; // Pale Green (Target Nut) 
 +const uint32_t COLOR_DAWN      = 0xFF8C00; // Sunrise Orange
  
 /* Variables */ /* Variables */
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 // Logic: // Logic:
 // 1. Scan proximity to hidden objects (Critters/Nuts). // 1. Scan proximity to hidden objects (Critters/Nuts).
-// 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 'Thunder' flash via Timer interrupt for random atmospheric strikes. // 3. Handle 'Thunder' flash via Timer interrupt for random atmospheric strikes.
  
proj/duckling.1767974676.txt.gz · Last modified: (external edit)