Chapter 11: Weapon Unlock and Gated Upgrades

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Technical requirements

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What changes since Chapter 10

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Setting the upgrade caps and weapon IDs

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Upgrade caps

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Weapon IDs for the random start

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New texture keys

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Reusing the infinite floor, input, and movement

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From mount-all to construct-all, mount-one

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Adding unlock state to the manager

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Constructing the loadout without mounting

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Mount and the new Unregister

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Rolling one random starter

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Counting upgrades and scaling difficulty over time

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checkLevelUp asks the strategies

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Reading the survival clock for difficulty

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Surviving longer: enemy variety and time scaling

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A stat table for each kind

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Hit points on the enemy

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Weapons that subtract damage

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Scaling strength faster than reward

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Introducing kinds over time and the Cyclops mini-boss

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Flashing “Enemies Grow Stronger”

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From flat factories to gated strategies

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UpgradeOption and upgradeStrategy

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The strategy registry

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Building the pool

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Biasing the panel toward bonus items

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Writing the strategies

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Unlocking a weapon

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A stat upgrade

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Rebuilding the Holy Shield on a radius upgrade

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One-time bonus items

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Bonus flags on Player

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The boots strategy

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Falling back when the pool is capped

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Splitting display from apply

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Loading the new sprites

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Drawing: unchanged from Chapter 10

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Summary

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