diff --git a/projects/220_emerald_church_hosting_preparation_2026.md b/projects/220_emerald_church_hosting_preparation_2026.md index 3fec4bd..d39eac1 100644 --- a/projects/220_emerald_church_hosting_preparation_2026.md +++ b/projects/220_emerald_church_hosting_preparation_2026.md @@ -55,6 +55,10 @@ Prepare the 220 Emerald property to host church events by aligning with the Elde ## Next Action - [ ] Send Elder outreach email and request planning meeting. +- [ ] Prepare for zoom meeting with elders on 2026-07-20 at 7:00 PM ET to discuss the barn / church hosting plan. + +## Meeting Log +- 2026-07-19: Scheduled meeting for 2026-07-20 7:00 PM ET — zoom with elders to talk about the barn. Source: Adolfo WhatsApp. ## reMarkable planning notes — 2026-07-18 Source: Journal2026 changed page `143687d3-cdb7-48b9-be7f-325429026b66`. diff --git a/resources/paper-apps/CONSTRAINTS.md b/resources/paper-apps/CONSTRAINTS.md new file mode 100644 index 0000000..6a87368 --- /dev/null +++ b/resources/paper-apps/CONSTRAINTS.md @@ -0,0 +1,11 @@ +# Constraints - Device Ports + +Date: 2026-07-21 +Per user instruction. + +- **No LLM** on device games +- **No actual talking / voice I/O** (no mic, no TTS, no voice rec) +- Pure mechanics: grid, dice RNG, terrain, counters, procedural seed, visual expressions only +- Pixel Petz Corgi researched as FORM FACTOR only (screen-face + sprite expressions), not voice feature. + Our version = deterministic pixel faces (100+ sprite states) + beeps/chimes, no speech. +- Keep Paper Apps DNA: pencil + d6 + lines/circles translated to digital tiles + buttons diff --git a/resources/paper-apps/GALAXY-rules.txt b/resources/paper-apps/GALAXY-rules.txt new file mode 100644 index 0000000..6a6e617 --- /dev/null +++ b/resources/paper-apps/GALAXY-rules.txt @@ -0,0 +1,829 @@ + * STATIC * +Come in, pilot! Your warp drive has malfunctioned and you have been +stranded in an unknown GALAXY! + +Your goal: +Traverse the GALAXY and locate all 6 pieces of your Warp Drive in +order to return home. Completionists can visit every sector to attain +more prestige. +You’ll begin by filling out your Pilot I.D. card. Draw a profile of +your character and choose a race. Bear in mind that you’ll get +slightly preferential treatment from members of your own race that +you encounter throughout the game. + +How to use the MAP: +A small arrow will point to your starting SECTOR. Once you have +played that sector (win or lose) you will return to the map and cross +it off as completed. You can then proceed to the next sector and +continue playing. Note that you can travel to any sector connected to +a completed sector. +Getting Warp Drive Pieces: +You must complete every sector connected to a +Warp Drive Piece to “collect” that piece. In +this map example, I’ve highlighted every sector +that would have to be completed to collect all +the Warp Drive Pieces. Obviously you would need +to complete other sectors in order to get to +these in the first place. +As you can see, in most notebooks, you’ll play +the majority of levels just to collect the Warp +Drive Pieces. I, of course, recommend playing all the sectors! + + Understanding the SECTOR layout: +The top section of the page is the +sector map. Your ship will always be +located on the bottom row. We will +talk about each object on the map in +the next section. +Below the map is the Flight Computer, +these are your movement values for +this sector. +In the bottom left are your missile +and shield counters. +In the bottom right is your mission +and reward, with an area to mark Win +or Loss. Also the sector number is +found in this section. + +SECTOR Objects: +This is your ship. Start your movement here. +This is an asteroid. You may shoot asteroids to allow you to +travel through the space they occupy. You may also fly +through an asteroid, but you will lose a shield. +This is a wormhole. You will always find two wormholes in a +sector. This allows you to “jump” to the location of the +other wormhole when you travel through it. You keep moving +the same direction and move any remaining spaces. + + This is a mine. If you travel within one space of a mine, it +explodes, using up one of your shields. You can also shoot +it to detonate it. Anything (like an enemy, asteroid or even +another mine) within 1 space of it is also destroyed. +This is a credit pickup. If you pass over a credit pickup, make +note of it. You can spend it after this sector, win or lose. +This is a shield pickup. If you travel over one of these, +outline a new circle in your shield counter for that sector. +This is a missile pickup. If you travel over one, outline a +new circle in your missile counter. +Note: Shields and Missiles that you pickup are not carried over +between sectors. +Note: Most items that you encounter in a sector are “single use” +meaning you can only interact with it once. Exceptions are wormholes +which can be used repeatedly. + +Maneuvering your SHIP: +The values along the bottom of each sector +(the “Flight Computer”) tell you how many +spaces to move your ship. You may select +which direction to move. Cross off the +values as you go. You may skip a value, but you must still cross it +off. You may not skip ? values. These mean that you must roll your d6 +to determine movement distance. + + You can move in the 6 directions shown here. Draw a line +to map out your movement, and a small circle at your new +location to help you keep track of where you are. You +may cross over your path as much as needed. +Some things to keep in mind when moving: You can’t turn during a +move. You must travel in a straight line in your chosen direction. +Rarely there are no possible moves with the given value. Try skipping +to the next value. If you rolled a movement value, and there are +really no possible directions to go, then you can cross that out and +move on to a value that works. Note :Even if the only possible move +puts you in a tough situation, you must still take it. That’s life in +space. +IF you run out of moves on your Flight Computer without completing +your stated mission objective, you have run out of fuel and Lose that +sector. So be judicious with how many values you choose to skip! + +Battling ENEMIES: +You will encounter many enemies throughout your adventure, and often +your objective is to destroy a certain amount of enemy ships to clear +a sector. +Attacking: +First we will cover how you attack enemies. Between movements (not +during) you may fire missiles. You may fire as many as you choose, as +long as you have missiles left. You fire missiles in the same 6 +directions in which you move, so make sure you are aligned with an +enemy before firing. +When firing a missile, first cross +it out in your missile counter. + + Missiles are used whether they hit or not. +Now, count the number of spaces between your ship and the enemy ship. +You must roll this value or higher with a d6 in order to score a hit. +In this example, your ship is 2 spaces away +from the enemy ship, so you must roll 2 or +higher. The roll was successful, so the enemy +ship is destroyed. Cross it out. You may now +fly over that space, and the enemy can no +longer fire at you. +Note: If you are only 1 space away from an enemy, there is no need to +roll as that is a direct hit every time. Positioning is important! +Being Attacked: +Enemy ships have a bad attitude and will fire at you anytime you cross +through their firing range. Although they will not always hit you! +In this example, the movement of your ship +has crossed the enemy’s range at a distance +of 3. You roll your d6 for the enemy to +determine if they score a hit. So if you roll +a 3 or higher, they hit you. +If you were hit, cross out a shield in +your shield counter. If you are hit and +have no shields left, then you lose that +sector. +Note: Enemies can see through asteroids, and fire through them as +well. So unfair! + +Winning or Losing a Sector: + + Each sector has a stated objective of either blasting a certain +amount of enemy ships, or retrieving an item. If you achieve this +mission without running out of shields, or running out of fuel, then +you mark W for Win. Otherwise, mark L for Loss. +If you won, you receive CREDITS. These should be spent right away in +the upgrades shop, or toward earning a prestige ranking. +If you lost, you only keep any credits that you picked up on the map. +These should also be spent right away. You can also mark a lost ship +in the Game Stats page. +After spending CREDITS, return to the Galaxy MAP and determine which +sector you will play next. + +Upgrading your SHIP: +As you earn credits, many of them will +be spent upgrading your ship. For each +credit you earn, fill in a space, in +order. Let’s briefly look at each option. +● + +Double Shot: When you fire a + +missile, you get 2 rolls to score a hit. +This does not apply to enemies shooting +at you. +● + +Battering Ram: You effectively can + +travel through asteroids as though they +aren’t there. +● + +Nav-Control: This upgrade allows + +you to choose your movement value (1-6) +instead of rolling on ‘?’ values in the +Flight Computer. + + Note: the following upgrades must be earned in order. You can’t just +jump straight to the final upgrade in the series. +● + +Extra Starting Shields: Start each sector with 1, 2, or 3 +additional shields in your shield counter. + +● + +Extra Starting Missiles: Same thing, but with more missiles in +your missile counter each sector. + +● + +Missile Range: This modifies your roll when you roll to hit a +target. Add 1 or 2 to the value. + +Game Stats and Prestige Rankings: +You can also spend credits on earning +ranks in the game. This is purely for +fun and added challenge to the game, to +see which rank you can obtain. No one +wants to end up as a mere cadet! +You can also put interesting info on +this page, like your contact info, when +you started and ended your campaign, +and even keep a tally of all the ships +you lost in this strange GALAXY! + + Space Monsters & Alien Encounters: +The Space Monster mini-game provides a +quick break from the regular gameplay +and is a chance to earn some more +upgrade tokens. +Roll your d6 and then choose either a +row OR a column of that number that +contains a space monster. You don’t +need to match both the row and column, +just one or the other. +Cross out one monster on that chosen +row OR column and continue. You have 8 +rolls to hit as many monsters as you +can. You earn a credit for each monster +hit. + + Alien encounters are fairly self-explanatory, but will usually result +in either some kind of upgrade that only applies to the next +normal-type sector that you play, or a reward of credits which should +be spent immediately. + +Good luck, Pilot! + +-Tom Brinton, Game Designer +This rule guide was found at: +www.gladdendesign.com + + 1 +2 + +3 + +4 + +5 + +6 + +7 + +8 + +9 + +11 + +12 + +13 + +15 + +16 + +17 + +18 + +19 + +20 + +21 + +22 + +23 + +24 + +25 + +26 + +27 + +28 + +29 + +30 + +31 + +32 + +33 + +34 + +35 + +36 + +37 + +38 + +39 + +40 + +42 + +43 + +41 +45 + +46 + +47 + +48 + +49 + +10 +14 + +44 + +SYSTEM MAP - GALAXY #000000 + +M + + 5 5 4 1 2 2 3 ? 4 4 5 1 ? 1 2 ? 5 2 6 4 +Blast 4 enemies +GET→ + +W +L + +1 + +1 2 6 1 2 2 ? 6 ? 6 ? 6 2 3 6 1 3 3 1 6 +Blast 4 enemies +GET→ + +W +L + +2 + +5 2 ? 3 6 4 3 6 ? 4 2 ? ? ? ? 4 ? 5 ? 4 +Blast 3 enemies +GET→ + +W +L + +3 + +4 + + 1 3 6 4 4 3 4 5 3 3 5 1 3 4 ? 3 4 3 3 4 +Blast 3 enemies +GET→ + +W +L + +5 + +3 1 4 6 5 2 1 ? 5 6 4 6 ? 3 2 4 6 ? ? 3 +Blast 3 enemies +GET→ + +W +L + +7 + +? 3 ? ? 4 6 ? 5 4 4 5 4 6 ? 4 6 3 6 4 3 +Blast 2 enemies +GET→ + +W +L + +6 + +2 3 ? 4 2 ? 5 1 5 1 1 3 6 3 ? 4 4 1 4 ? +Blast 3 enemies +GET→ + +W +L + +8 + + 3 4 2 5 3 3 ? 2 ? 4 ? 3 2 1 1 2 2 3 3 4 +Blast 2 enemies +GET→ + +W +L + +9 + +? 6 2 6 3 5 3 6 ? 2 6 6 5 6 3 ? 4 4 3 ? +Grab parts → +GET→ + +W +L + +11 + +2 ? ? ? 6 5 ? 3 5 1 ? 2 ? 3 2 2 ? 4 5 2 +Blast 3 enemies +GET→ + +W +L + +10 + +6 ? 2 ? ? 2 3 2 5 5 1 ? ? 4 1 3 1 ? ? 6 +Blast 3 enemies +GET→ + +W +L + +12 + + ENCOUNTER! + +GOAXO-1088 +(ROBOT) + +ATTENTION: +I CAN OFFER CREDITS TO UPGRADE YOUR +SHIP. ROLL DICE TO DETERMINE AMOUNT: + +2 6 6 5 6 1 2 ? 5 6 5 1 3 ? 6 4 4 2 ? 6 +Blast 4 enemies +GET→ + +W + +GET→ + +3 + +3 + +2 + +1 + +1 + +L + +13 + +? 1 4 ? 1 ? ? 4 2 2 6 ? 5 4 ? ? 3 5 ? 6 +Blast 4 enemies + +2 + +W +L + +15 + ++1 CREDIT IF YOU'RE A ROBOT TOO ;-] + +14 + +? 6 2 4 ? 5 2 1 1 2 4 ? 6 2 2 ? 5 ? ? 1 +Blast 4 enemies +GET→ + +W +L + +16 + + ? 6 ? 5 1 1 ? 3 2 1 4 5 4 2 4 4 5 ? 5 ? +Blast 4 enemies +GET→ + +W +L + +17 + +2 1 ? 2 5 4 6 ? 3 4 3 ? ? 4 1 ? ? 3 ? 2 +Blast 4 enemies +GET→ + +W +L + +18 + +ENCOUNTER! + +FRAITO +(HUMAN) + +NEED A HAND, STRANGER? YOU CAN HAVE +THESE MISSILES MY EX GAVE ME: + +3 4 1 ? 6 4 ? 3 6 3 ? 2 4 ? 6 ? ? 5 3 1 +Blast 5 enemies +GET→ + +W +L + +19 + +2 EXTRA STARTING MISSILES NEXT SECTOR +OR 3 IF YOU'RE HUMAN TOO! + +20 + + 6 ? ? ? ? 6 6 1 3 ? 2 6 3 ? 6 1 ? ? 3 6 +Blast 4 enemies +GET→ + +W +L + +21 + +? ? ? 4 4 6 ? 6 ? 5 ? 5 5 ? 2 1 1 5 ? ? +Blast 4 enemies +GET→ + +W +L + +22 + +1 ? 2 4 2 5 2 ? ? 2 ? 2 1 5 3 6 ? 4 4 5 +Blast 4 enemies + +23 + +GET→ + +W +L + +24 + + 4 5 5 2 ? 3 5 2 6 1 3 3 ? 6 6 1 2 3 6 6 +Blast 4 enemies +GET→ + +W +L + +25 + +? ? 2 3 ? 3 2 ? 5 ? 1 6 ? 1 5 5 1 3 5 3 +Blast 5 enemies +GET→ + +W +L + +27 + +3 ? 3 4 2 ? 3 4 3 ? 6 2 1 ? 1 ? 5 5 6 2 +Blast 5 enemies +GET→ + +W +L + +26 + +2 1 ? 6 2 5 2 2 3 4 4 1 ? 2 4 4 ? 4 3 4 +Blast 5 enemies +GET→ + +W +L + +28 + + 6 1 1 2 5 5 ? 3 ? ? ? 5 5 1 5 6 3 6 6 ? +Blast 4 enemies +GET→ + +3 ? 1 4 3 ? 1 3 6 6 ? 6 ? 6 6 1 4 4 ? 3 + +W + +W + +Blast 5 enemies + +L + +29 + +L + +30 + +GET→ + +ENCOUNTER! + +WADOK-2800 +(ROBOT) + +BEEP AND/OR BOOP! +I CAN OFFER CREDITS TO UPGRADE YOUR +SHIP. ROLL DICE TO DETERMINE AMOUNT: + +5 3 5 ? 5 1 5 4 ? 3 ? 1 ? ? 2 5 6 1 ? 5 +Blast 5 enemies +GET→ + +W + +2 + +2 + +2 + +2 + +2 + +1 + +L + +31 + ++1 CREDIT IF YOU'RE A ROBOT TOO ;-] + +32 + + 3 ? 4 5 5 4 ? 6 6 ? ? 3 2 ? ? 2 4 5 ? 4 +Grab artifact +GET→ + +W +L + +33 + +? 4 3 2 ? ? 5 6 ? 4 5 6 6 4 2 6 3 2 5 4 +Blast 5 enemies +GET→ + +W +L + +34 + +ENCOUNTER! + +OLD BIGOR +(HUMAN) + +YOU LOOK LIKE YOU COULD USE SOME +HELP. YOU CAN HAVE THESE MISSILES +THAT I FOUND: + +? 4 2 6 5 4 4 3 2 ? 6 ? 5 5 3 1 1 2 ? 6 +Grab parts → +GET→ + +W +L + +35 + +2 EXTRA STARTING MISSILES NEXT SECTOR +OR 3 IF YOU'RE HUMAN TOO! + +36 + + ? 6 5 1 2 1 6 ? ? 3 4 2 2 3 5 ? 1 2 ? 5 +Blast 5 enemies +GET→ + +W +L + +37 + +? 3 2 ? 1 1 2 4 2 ? 1 3 6 5 4 1 2 6 4 4 +Blast 6 enemies +GET→ + +W +L + +38 + +2 6 ? 1 3 5 2 ? ? 3 5 ? 3 1 3 5 3 ? 1 4 +Blast 6 enemies + +39 + +GET→ + +W +L + +40 + + ENCOUNTER! + +REOLBALO +(ALIEN) + +YO! YOUR NEXT DICE ROLL DETERMINES +YOUR BONUS: + +? 4 1 ? ? ? 6 ? 2 4 1 6 2 2 6 6 5 3 2 6 +Blast 6 enemies +GET→ + +W +L + +41 + +1 2 1 3 2 ? 5 5 3 5 ? ? ? ? 6 6 6 3 ? 2 +Grab artifact +GET→ + +W +L + +43 + +1 + +-1 SHIELD NEXT SECTOR + +2 + +-1 SHIELD NEXT SECTOR + +3 + ++1 MISSILE NEXT SECTOR + +4 + ++1 CREDIT NEXT SECTOR + +5 + +-1 MISSILE NEXT SECTOR + +6 + +-1 SHIELD NEXT SECTOR +PICK BEST OF 2 ROLLS IF YOU'RE AN ALIEN TOO + +42 + +4 ? ? 3 1 5 3 2 ? ? ? 2 2 5 3 2 4 5 3 1 +Blast 6 enemies +GET→ + +W +L + +44 + + 6 4 5 3 ? 3 1 4 4 4 ? 3 6 1 2 4 1 6 ? 5 +Blast 6 enemies +GET→ + +W +L + +45 + +6 2 ? 1 1 ? 3 2 2 ? 1 4 3 4 6 ? ? ? ? 6 +Grab parts → +GET→ + +W +L + +47 + +3 2 2 ? 6 6 ? 4 4 6 ? 1 ? 1 2 3 ? ? 3 ? +Blast 6 enemies +GET→ + +W +L + +46 + +2 2 5 4 6 6 6 6 4 4 5 5 6 1 ? 3 6 6 5 6 +Blast 6 enemies +GET→ + +W +L + +48 + + 1 6 1 ? 6 ? 4 2 3 2 5 3 4 ? 3 2 ? 5 ? 3 +Blast 5 enemies +GET→ + +W +L + +49 + + \ No newline at end of file diff --git a/resources/paper-apps/GOLF-rules.txt b/resources/paper-apps/GOLF-rules.txt new file mode 100644 index 0000000..1869e04 --- /dev/null +++ b/resources/paper-apps/GOLF-rules.txt @@ -0,0 +1,554 @@ + Hi there! Welcome to Paper Apps™ GOLF. +It’s a beautiful, sunny morning at [Insert Randomly Generated Golf +Course Name] and you’re ready to hit the links. I’ll give you all the +tips and tricks you need to become a GOLF legend. +First of all, let me explain a little bit about your GOLF notebook. +Each notebook contains 3 randomly generated courses, each with 18 +holes. And yes, every single notebook has different courses and +holes. Pretty neat, eh? + +Your Goal + +→ +This should go without saying, but just to be clear: your job is to +get the ball in the hole. Just like normal golf–but how you get there +is up to you! +There are 2 ways to play Paper Apps™ GOLF: with or without a die. If +you have a d6 handy, I definitely recommend that route since the +random element mimics the vicissitudes of golf. However, if you’re +looking for a quick GOLF fix and don’t want to be rolling your Pencil +Dice or other d6 around, you can try Speed Golf instead! + +Dice GOLF +Roll your d6 to determine how far you’ll hit the ball. +Add 1 to your roll if you are hitting from the fairway. +Subtract 1 from your roll if you’re hitting from a sand trap. + + Pick a direction for your hit. You may move in one of the 8 +orthogonal or diagonal directions. You may go back in the opposite +direction of the previous hit if necessary. +Check your landing spot and make sure your path is clear. You may +only go through trees if you are hitting from the fairway (see +Terrain section for more info). +Once you’ve decided your path, draw a straight line to your new +destination. Then draw a small circle to indicate the new ball +position. +NOTE: For an added challenge, you may pick your direction before +hitting. Be “fore”-warned, this may require taking lots of Mulligans. +Especially if your hit lands in the trees … or in the drink! +Re-rolling: +When teeing off, if you don’t like your roll, you may re-roll once. +You must use the second roll amount. The same goes for Mulligans. +You have 6 “Mulligans” per course that can be used to re-roll any +time. Mark off each Mulligan used on the title page for the course. +Putting: +You may always choose to putt [move 1 space] on your turn. You may +even roll the die and instead choose to putt instead of move the +indicated number of spaces. + +Speed GOLF +In this version, you choose to move 6, 3, or 1 spaces with each hit. +DRIVER [Move 6 spaces]: May only be used from the fairway. Drives can +go over trees. + + IRON [Move 3 spaces]: Use anytime. Only move 2 from sand. Can’t go +over trees. +PUTTER [Move 1 space]: You may always putt. +Overshooting the hole: +If you cross over the hole in the course of your movement path, the +ball doesn’t necessarily “go in” the cup. However, you may overshoot +the hole by 1 space in this case and count the ball as going in. +Otherwise, the ball goes “over” the hole. +Scoring: +Add up your hits by counting the line segments you’ve drawn. The par +on each hole is 6. Sometimes you’ll go over, sometimes you’ll go +under. Don’t sweat it too much. + +Terrain +Let’s review the types of terrain you’ll encounter and what effects +they have on your GOLF experience. +Rough: This makes up the majority of the terrain on each hole. In +Dice GOLF, it means you move the exact amount you roll. In Speed +GOLF, it means you move by 3. You may also putt in the Rough. +Fairway: It’s good to try to stay on the fairway. This gives +1 +to your roll in Dice GOLF and allows you to move 6 spaces in +Speed GOLF. You can hit the ball over trees only when hitting from +the fairway. You may also putt on the Fairway (it also makes up the +area typically known as the green.) + + Sand trap: Sand traps lessen your ability to move. In Dice GOLF, +subtract 1 from your roll. In Speed GOLF, you may move 2 spaces. +You may also putt to move 1 space in sand. +Water hazard: You may not land in water. Your hit may travel over +water though. +Trees: You may not land on trees. Your hit may not travel +over trees, except when hitting from the fairway. +Slopes: Arrows indicate a slope. If you land on one, your ball +rolls 1 space in that direction. Move your line that direction +and then draw a circle to indicate your ball’s position. +NOTES ON SLOPES: If the new space is also an arrow, your ball keeps +rolling until it comes to a space without an arrow. Rarely, a slope +may point towards water. In this case, ignore the slope. In the +unlikely case that two arrows point directly at one another, stop the +ball after the first arrow movement. + +Multiplayer +You may find it enjoyable to play GOLF with 2 or more people. In this +case, it is best to use different colored pencils or pens. Dice GOLF +works best for this scenario. +Decide amongst yourselves what order you will tee off in. From that +point onward, decide the turn order by distance from the hole +(measured using a ruler). The player furthest from the hole always +goes next. +Thank you for playing Paper Apps™ GOLF! If you have unanswered +questions, or wish to shower us with praise, please contact us at +hey.gladden@gmail.com. + + Course #1 + +Great +River + +Hole 2 + +Strokes: + +/6 + +Total: + +Hole 1 + +Strokes: + +/6 + +Total: + +Hole 3 + +Strokes: + +/6 + +Total: + + Hole 4 + +Strokes: + +/6 + +Total: + +Hole 5 + +Strokes: + +/6 + +Total: + +Hole 6 + +Strokes: + +/6 + +Total: + +Hole 7 + +Strokes: + +/6 + +Total: + + Hole 8 + +Strokes: + +/6 + +Total: + +Hole 9 + +Strokes: + +/6 + +Total: + +Hole 10 + +Strokes: + +/6 + +Total: + +Hole 11 + +Strokes: + +/6 + +Total: + + Hole 12 + +Strokes: + +/6 + +Total: + +Hole 13 + +Strokes: + +/6 + +Total: + +Hole 14 + +Strokes: + +/6 + +Total: + +Hole 15 + +Strokes: + +/6 + +Total: + + Hole 16 + +Strokes: + +/6 + +Total: + +Hole 18 + +Strokes: + +/6 + +Total: + +Hole 17 + +Strokes: + +/6 + +Total: + + Course #2 + +Silver +Forest + +Hole 2 + +Strokes: + +/6 + +Total: + +Hole 1 + +Strokes: + +/6 + +Total: + +Hole 3 + +Strokes: + +/6 + +Total: + + Hole 4 + +Strokes: + +/6 + +Total: + +Hole 5 + +Strokes: + +/6 + +Total: + +Hole 6 + +Strokes: + +/6 + +Total: + +Hole 7 + +Strokes: + +/6 + +Total: + + Hole 8 + +Strokes: + +/6 + +Total: + +Hole 9 + +Strokes: + +/6 + +Total: + +Hole 10 + +Strokes: + +/6 + +Total: + +Hole 11 + +Strokes: + +/6 + +Total: + + Hole 12 + +Strokes: + +/6 + +Total: + +Hole 13 + +Strokes: + +/6 + +Total: + +Hole 14 + +Strokes: + +/6 + +Total: + +Hole 15 + +Strokes: + +/6 + +Total: + + Hole 16 + +Strokes: + +/6 + +Total: + +Hole 18 + +Strokes: + +/6 + +Total: + +Hole 17 + +Strokes: + +/6 + +Total: + + Course #3 + +Royal +Mountain + +Hole 2 + +Strokes: + +/6 + +Total: + +Hole 1 + +Strokes: + +/6 + +Total: + +Hole 3 + +Strokes: + +/6 + +Total: + + Hole 4 + +Strokes: + +/6 + +Total: + +Hole 5 + +Strokes: + +/6 + +Total: + +Hole 6 + +Strokes: + +/6 + +Total: + +Hole 7 + +Strokes: + +/6 + +Total: + + Hole 8 + +Strokes: + +/6 + +Total: + +Hole 9 + +Strokes: + +/6 + +Total: + +Hole 10 + +Strokes: + +/6 + +Total: + +Hole 11 + +Strokes: + +/6 + +Total: + + Hole 12 + +Strokes: + +/6 + +Total: + +Hole 13 + +Strokes: + +/6 + +Total: + +Hole 14 + +Strokes: + +/6 + +Total: + +Hole 15 + +Strokes: + +/6 + +Total: + + Hole 16 + +Strokes: + +/6 + +Total: + +Hole 18 + +Strokes: + +/6 + +Total: + +Hole 17 + +Strokes: + +/6 + +Total: + + \ No newline at end of file diff --git a/resources/paper-apps/Paper-Apps-GOLF-ZERO.pdf b/resources/paper-apps/Paper-Apps-GOLF-ZERO.pdf new file mode 100644 index 0000000..2999488 Binary files /dev/null and b/resources/paper-apps/Paper-Apps-GOLF-ZERO.pdf differ diff --git a/resources/paper-apps/Paper_Apps_GALAXY_ZERO.pdf b/resources/paper-apps/Paper_Apps_GALAXY_ZERO.pdf new file mode 100644 index 0000000..83ebad7 Binary files /dev/null and b/resources/paper-apps/Paper_Apps_GALAXY_ZERO.pdf differ diff --git a/resources/paper-apps/README.md b/resources/paper-apps/README.md new file mode 100644 index 0000000..dc2d6c2 --- /dev/null +++ b/resources/paper-apps/README.md @@ -0,0 +1,181 @@ +--- +Date: 2026-07-21 +Author: Adolfo Reyna +Tags: [games, paper-apps, foundation, tactility] +--- + +# Paper Apps - Game Foundation + +Purchased games from Gladden Design - to be used as foundation for device games. + +## Files +- `Paper-Apps-GOLF-ZERO.pdf` - Original GOLF notebook (3 courses x 18 holes) +- `Paper_Apps_GALAXY_ZERO.pdf` - Original GALAXY notebook (~50 sectors + encounters) +- `GOLF-rules.txt` / `GALAXY-rules.txt` - Extracted rules text +- This README - distilled mechanics for porting + +## GOLF (Paper Apps GOLF) + +### Core Loop +- 3 courses per notebook, each 18 holes, each hole randomly generated, unique per notebook +- Goal: ball to hole in fewest hits. Par 6 per hole. + +### Movement +- 8-directional movement (orthogonal + diagonal) +- Draw line + circle for new position + +### Dice GOLF Mode +- Roll d6 = distance +- Fairway: +1 to roll +- Sand: -1 to roll +- Can always choose to putt (move 1) instead +- Tee: one free re-roll; 6 Mulligans per course for re-rolls +- Optional challenge: pick direction BEFORE roll + +### Speed GOLF Mode (no dice) +- DRIVER: move 6, fairway only, can go over trees +- IRON: move 3 (2 from sand), can't go over trees +- PUTTER: move 1, always allowed +- Overshoot rule: crossing hole allows overshoot by 1 and counts as in; otherwise over. + +### Terrain +- **Rough**: majority, normal movement +- **Fairway**: bonus (+1 dice, allows 6-move), only place can hit over trees, includes green +- **Sand trap**: penalty (-1 dice, 2 max in Speed) +- **Water**: cannot land, can travel over +- **Trees**: cannot land, cannot travel over except from fairway +- **Slopes (arrows)**: auto-roll 1 space in direction; chain if next is arrow; ignore if points to water; if 2 arrows point at each other, stop after first + +### Multiplayer +- Different colors, Dice mode best +- Turn order by distance (furthest first) after tee-off + +### Device Adaptation Ideas +- Grid-based golf puzzle: procedurally generate holes (terrain tiles) +- 8-way input, dice roll animation or Speed mode for kids +- Render fairway/rough/sand/water/trees as sprites +- Slope arrows auto-move +- Score tracking per hole / course +- Perfect for: Tactility devices (M5 stack, T-Deck), e-ink, kidsOS + +--- + +## GALAXY (Paper Apps GALAXY) + +### Core Loop / Meta +- Pilot ID card: draw profile + choose race (Robot/Human/Alien) - preferential treatment from same race +- System map: ~50 numbered sectors, arrow = start, cross off as completed +- Can travel to any sector connected to completed sector +- Collect 6 Warp Drive Pieces: must complete ALL sectors connected to a piece to collect it +- Most sectors played just to collect pieces; completionist = visit every sector +- Credits earned on win, spent immediately on upgrades or prestige ranks +- On loss: keep only credits picked up on map, spend immediately + +### Sector Layout +- Top: sector map (ship starts bottom row) +- Middle: Flight Computer = movement values (numbers + ? = roll d6) +- Bottom left: missile + shield counters +- Bottom right: mission, reward, W/L mark, sector number + +### Sector Objects +- **Ship**: start bottom row +- **Asteroid**: shoot to clear, or fly through losing 1 shield +- **Wormhole**: always 2 per sector, teleport to other, keep direction + remaining spaces +- **Mine**: explodes if within 1 space (lose shield). Can shoot to detonate - destroys anything within 1 (enemy/asteroid/mine). Chain! +- **Credit pickup**: note it, spend after sector +- **Shield pickup**: outline new circle in shield counter (not carried over) +- **Missile pickup**: outline new circle in missile counter (not carried over) +- Items single-use except wormholes + +### Movement +- 6 directions (hex-like) +- Values in Flight Computer - cross off as used +- Can skip a value (cross off) but NOT ? values +- ? = must roll d6 for distance +- Straight line only per move, can cross own path +- If no possible moves: skip to next value; if rolled value has no possible directions, cross out and move on +- If run out of moves without objective -> Lose (fuel) + +### Combat - Attacking +- Between movements (not during) can fire missiles +- Fire in same 6 directions as movement - must be aligned +- Cross out missile from counter (used even if miss) +- Count spaces to enemy, must roll that value or higher on d6 to hit (1 away = auto-hit) +- Destroyed enemies can be flown over, no longer fire + +### Combat - Being Attacked +- Enemies fire when you cross through their range (line of sight) +- Roll distance or higher for hit against you +- Lose shield if hit; no shields left = Lose +- Enemies can see/fire through asteroids + +### Mission / Win Conditions +- Either "Blast X enemies" or "Grab artifact" / "Grab parts" etc. +- Win = objective without running out shields/fuel -> mark W, earn CREDITS +- Lose = mark L, tally lost ship in stats + +### Upgrades (spend credits in order) +- Double Shot: 2 rolls to hit (not vs enemy fire) +- Battering Ram: ignore asteroids +- Nav-Control: choose movement instead of rolling ? +- Extra Starting Shields: 1/2/3 additional (must earn in order) +- Extra Starting Missiles: same, in order +- Missile Range: +1 or +2 to hit roll +- Prestige Ranks: spend credits for rank (Cadet -> higher) - fun/challenge + +### Special Sectors + +**Space Monsters mini-game**: +- 8 rolls d6, choose row OR column of that number containing monster, cross out 1 monster, 1 credit per hit + +**Alien Encounters**: +- Narrative encounters with race types (Robot/Human/Alien) +- Bonuses: credits (roll dice, +1 if same race), extra missiles next sector (+2, +3 if same race), random bonus table (d6: -1 shield, -1 shield, +1 missile, +1 credit, -1 missile, -1 shield - pick best of 2 if same race as Alien) + +### Device Adaptation Ideas +- Hex grid movement (6-directional) +- Procedural sector generation: asteroids, enemies, wormholes, mines, pickups +- Flight computer as queue of moves with skippable values +- Missile combat with dice-roll hit check (distance mechanic) +- Shield/missile counter UI +- Galaxy map as node graph - unlock connected sectors +- 6 warp pieces as meta-progression +- Encounters as pop-up events with race bonuses +- Space Monsters as bonus mini-game +- Upgrade shop between sectors +- Save: W/L per sector, credits, upgrades, warp pieces, lost ships tally + +### Seed / Generation +- SYSTEM MAP - GALAXY #000000 - suggests seeded generation (000000 is seed) +- Each notebook unique random generation like GOLF's 3 courses unique +- Flight computer values appear random with ? mixed in + +--- + +## Common Paper Apps DNA +- Pencil + d6 (or Speed/variant without) +- Draw lines + circles to track +- Cross-off counters (shields, missiles, Mulligans, Flight Computer values) +- Single notebook = complete campaign (3 courses / ~50 sector galaxy) +- Randomly generated per notebook -> replayability via new notebook +- Both have special rule variations and multiplayer/social hooks +- Contact: hey.gladden@gmail.com - Gladden Design - www.gladdendesign.com + +## Adaptation Strategy for Devices + +### Tactility / ESP32 +- Grid engine: generic tile system (GOLF: 8-way square, GALAXY: 6-way hex) +- Dice as RNG + animation +- Procedural generation using seed (like notebook number) +- Save system: sector/hole progress, counters, upgrades +- Render: low-res tile sprites work on M5Stack / T-Deck / RLCD + +### KidsOS / Grace and Elias +- GOLF simplified: Speed mode (6/3/1) no dice math, colorful tiles +- GALAXY simplified: fewer enemies, auto-hit at close range, visual dice +- Race selection fun (Robot/Human/Alien or royal twist) +- Prestige/ranks appealing for Grace + +### Reuse +- Both games provide proven fun loops with minimal rules +- Good candidates to merge: exploration map (GALAXY) + precision movement puzzles (GOLF terrain ideas)