◀ 12.1b12.1c12.1d ▶

12.1c — Grid/Symmetry Jam: Build Day 2

Day 2, grid edition: the risky sticky-note first, then exactly one system — a rules engine on the grid, a mirrored opponent, or the visual render. By the end of class, strangers could playtest what exists, and the jam is officially shippable-plus.

Build Day ~50 min

Order of the day (the 10.1c day, tuned for grids):

  1. Sticky note (15 min cap). Grid risks are predictable: pathfinding (DON'T — use straight lines and simple checks), turn-order bugs, or the renderer. Do the risky one now or cut it.
  2. One system (20 min). Pick ONE:
// (a) RULES: what a cell does when entered
if (grid[ny, nx] == WALL)  { /* blocked — don't move */ }
if (grid[ny, nx] == HAZZARD) { Lose(); }
if (grid[ny, nx] == EXIT)  { Win(); }

// (b) MIRRORED OPPONENT: the symmetry becomes a player 2/AI
if (grid[ay, ax] == grid[py, px] cell)  // same cell — who rules?
{
    // symmetric collision rule — heads up: DEFINE IT
}

// (c) RENDER: cells to sprites, index → world position
Instantiate(cellPrefab, new Vector3(col * 1f, row * -1f, 0), ...);

Note the (c) trap: row 0 is at the TOP of a text grid but your Unity y-axis points UP — the * -1f flips the board, and this one sign decides whether your game is readable or upside down.

Playtest smoke (10 min). Two minutes with a non-teammate. Watch them MOVE: do they understand the grid instantly, or fight it? Grid games are read in one glance or never.

Close of Day ~5 min

Socratic: One System, Chosen

  1. You did the risky task first. What did you learn today that you could not have learned by polishing what already worked?
  2. You picked one system — rules engine, mirrored opponent, or render. What did you deliberately leave for the next day, and what happens if it does not fit?
  3. A stranger could playtest what exists. What can they do that you can no longer see, because you know the answer?

Checkpoint — before moving on, you must be able to:

  • Resolve the sticky risk inside the cap (or cut it, saying which)
  • Show one rules/collision/render system complete
  • Explain your symmetry's tie/deadlock rule in a sentence
  • Declare shippable with the wishlist ranked

Reference Docs

Need a deeper explanation? These pages cover the same concepts:

Next: 12.1d — Grid/Symmetry Jam: Playtest

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