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.
Order of the day (the 10.1c day, tuned for grids):
- 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.
- 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.
Socratic: One System, Chosen
- You did the risky task first. What did you learn today that you could not have learned by polishing what already worked?
- 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?
- 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:
- Unit 12: Season 2 — the jam map
- 12.1a — Kickoff — your pitch card
Saved on this device only — the Dashboard tracks your progress.