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| + | ====== Brouillard' | ||
| + | //Name: Work in Progress!// | ||
| + | //Inspired by the poem: [[/ | ||
| + | |||
| + | {{ 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, | ||
| + | |||
| + | ===== Game Rules & Journey ===== | ||
| + | |||
| + | The forest begins in a < | ||
| + | |||
| + | ==== The Core Journey ==== | ||
| + | * **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)**, | ||
| + | * **Mockery of the Dark:** These predators do not attack; they mock. They move with a < | ||
| + | |||
| + | ==== 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 Discovery: | ||
| + | * Friends pulse in < | ||
| + | * Hidden Nuts pulse in < | ||
| + | * **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 Sanctuary & The Storm ==== | ||
| + | * **The Pond:** When the predators draw too near, the duckling may **rest in a pond**. In the water, he becomes one with the reflection of the stars. The fox and the owl, confused by his stillness, " | ||
| + | * **Thunder Strike:** The storm may come and the **thunder may strike (le tonnerre a frappé)**, but the duckling remains unbothered. The electronics trigger a brief, full-board flash that reveals the location of all hidden **Critters** and **Nuts**. | ||
| + | |||
| + | ==== The Great Awakening ==== | ||
| + | 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 < | ||
| + | |||
| + | ===== 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. | ||
| + | |||
| + | <code c> | ||
| + | /* Hardware Configuration */ | ||
| + | #define _XTAL_FREQ 8000000 // Using a 8MHz internal clock for power efficiency | ||
| + | #include < | ||
| + | |||
| + | /* Primary Color Palette (GRB format) */ | ||
| + | const uint32_t COLOR_NIGHT | ||
| + | const uint32_t COLOR_DUCK_PATH = 0xD7FF00; // Warm Gold | ||
| + | const uint32_t COLOR_PREDATOR | ||
| + | const uint32_t COLOR_CRITTER | ||
| + | const uint32_t COLOR_NUT_GLOW | ||
| + | const uint32_t COLOR_DAWN | ||
| + | |||
| + | /* Variables */ | ||
| + | uint8_t noids = 0; | ||
| + | uint8_t spirit_shield = 0; // " | ||
| + | |||
| + | // Logic: | ||
| + | // 1. Scan proximity to hidden objects (Critters/ | ||
| + | // 2. If close, pulse target LED with Warm Red or Pale Green. | ||
| + | // 3. Handle ' | ||
| + | |||
| + | void __interrupt() ISR(void) { | ||
| + | if (TMR2IF) { | ||
| + | // Atmosphere: Brief strobe to simulate lightning | ||
| + | TMR2IF = 0; | ||
| + | } | ||
| + | } | ||
| + | </ | ||