把原理,放进实验。Put ideas into play.
合成、连接、应变。从一次操作开始,观察系统如何改变。Combine, connect, adapt. Explore how a system changes, one move at a time.
造物实验室Creation Lab
从阴阳出发,让联系产生新的可能。Begin with yin and yang. Discover what connections can make.
开始探索Explore
造物实验室Creation Lab
从阴阳出发,让联系产生新的可能。Begin with yin and yang. Discover what connections can make.
下载完整图鉴与公式(可编辑)Download the complete editable atlas & formulas
关于配方与非加和About the recipes & non-additivity
阴阳开篇与中医分支采用文化意象;造物配方压缩了材料、工序与环境条件;系统配方侧重部件之间的组织与联系。例如,两个齿轮相互啮合后,整体才具有传动功能。这里的“+”表示建立联系,配方并非化学方程或医学指导。玩法受 Doodle God 启发,路线、文字与图形为本站独立设计。The opening and Chinese medicine branch use cultural imagery. Making recipes compress materials, processes and environmental conditions. System recipes focus on organisation and relationships: two meshing gears acquire a transmission function together. “+” means making a connection; these are game rules, not chemical equations or medical instructions. Inspired by Doodle God, with original routes, text and symbols.
循流实验室Flow Lab
有机性:构件完好,通与不通取决于联系。Organicity: intact parts, changing connections.
循流实验室Flow Lab
有机性:构件完好,通与不通取决于联系。Organicity: intact parts, changing connections.
双环是泉眼;实线已连通,虚线待连接。点击顺时针转动,方向键移动焦点。Double ring: spring. Solid paths connect; dashed ones wait. Click to turn clockwise; arrow keys move focus.
为何是有机性?Why organicity?
每个构件都是完整的,失效来自接口的关系。旋转只改变朝向,不增删或替换构件;一处调整会改变整张网的通路。局部接通不等于整体协调,需要把每个节点放回联系中判断。这是有机性的局部游戏类比,不模拟经络、病因或治疗。Every piece is intact. Failure lies in its connections. Rotation changes relationships without adding or replacing parts, and one turn can affect the whole network. A local connection need not complete the whole. This is a playful analogy for organicity, not a model of the body or treatment.
关卡记录Level collection
阵律实验室Rhythm Lab
有序性:供能、消耗与阵型,让秩序持续。Orderedness: sustain a living rhythm of supply and response.
阵律实验室Rhythm Lab
有序性:供能、消耗与阵型,让秩序持续。Orderedness: sustain a living rhythm of supply and response.
怎么玩?How to play
先选植物卡,再点击带种植标记的空格。也可用“试玩布阵”自动布下三株莲卫和一株芽源,真实扣除220能量,再开始来潮。左侧五列可布阵,右端是扰动入口;阻止它们穿过左侧防线。每段来潮有固定守持时间,时间到且防线未崩即可完成,无须清空扰动;时段之间暂停,留时间调整。空闲的莲卫会蓄能,藤障会再生;枢纽感知邻路受损或密集来潮后,自行照料、减速。Choose a plant card, then a marked empty cell. Quick setup plants three Lotus guards and a Sprout for 220 energy; launch the wave when ready. Plant in the first five columns; disturbances enter on the right. Stop them crossing the left edge. Hold the defence for each timed period; clearing every threat is unnecessary. Periods pause between rounds. Idle Lotus stores charge; Vines regrow. Nexus senses nearby damage or dense threats, then repairs or slows them.
游团:普通;疾风:快速;重砾:高耐久。芽源每7拍供能9点,升级后14点。攻击和藤障再生各耗1点,枢纽照料或减速耗2点;每株非供能植物每12拍还需1点维持,缺能时损失4点耐久。能量不足时相应回应停止,化解扰动不奖励能量。升级花费45,回收返还一半投入。支持方向键移动、Enter/Space种植、1–4选卡、Esc回到种植;暂停后仍可布阵、逐拍推演。Drift: ordinary. Gust: fast. Stone: durable. Sprouts supply 9 energy every seven ticks, or 14 when upgraded. Shots and Vine regrowth cost 1; Nexus care or slowing costs 2. Each non-supply plant also needs 1 every twelve ticks, losing 4 durability if unfunded. Unfunded responses stop. Clearing threats gives no energy. Upgrades cost 45; recycling returns half the investment. Arrow keys navigate; Enter/Space plants; 1–4 selects a card; Esc returns to planting. You can build and step while paused.
为何是有序性?Why orderedness?
目标是让阵型在持续扰动中维持,而非消灭所有来潮。供能位置、承载前后与照料范围共同影响消耗和恢复;资源断流会使回应停止,继而破坏结构。用有限时段观察动态秩序:它需要不断维持。这里是有序性的局部游戏类比,不将游戏读数等同于“阴平阳秘”或真实人体参数。Sustain the arrangement under disturbance rather than eliminate everything. Supply placement, front-to-back structure and support range shape consumption and recovery. Lost supply stops responses and can unravel the arrangement. These finite periods explore dynamic order, with fictional values rather than physiological predictions.
阅读:有序性与“脾主运化”Read: orderedness and transportation & transformation关卡收藏Level collection
联动实验室Network Lab
天生人:城市在变化,路网去适应。Adaptation: the city changes; your network responds.
联动实验室Network Lab
天生人:城市在变化,路网去适应。Adaptation: the city changes; your network responds.
怎么玩?How to play
选一种线路颜色,再依次点击车站;也可从线路端点拖到另一站。每条线最多4站,3条线各有一列4座列车,另有一列备用车。乘客的小图形就是目的地车站的形状。只有共用车站才能换乘,线条交叉不算连接。第二、三关的新站按城市时序出现,地图上的河流固定,每局最多两处跨河线段;撤回释放额度。Choose a line, then tap stations in sequence; or drag from a line endpoint to another stop. Each of three lines holds up to four stops and has a four-seat train, plus one spare train. Passenger shapes are their destination types. Transfers need a shared station; crossing lines alone do not connect. In later challenges stops appear on the city schedule. The fixed river allows two crossing segments across all routes; undo releases a crossing.
站台达到8人会开始承压,少于8人时压力逐步回落;承压计时累计到10秒则全网停摆。可暂停改线、撤回一个站、给所选线路加车;改线时车内乘客回到最后出发站重新候车,不会凭空送达。车站按钮支持Enter/Space,1–3切换线路,Esc取消拖线。暂停后可逐秒推演。A queue of eight builds overload pressure; pressure eases below eight. The network stops when accumulated pressure reaches ten seconds. Pause to edit, undo a stop or add the spare train. Editing returns onboard riders to their last departure station; it never delivers them for free. Enter/Space selects stops, 1–3 selects lines, Esc cancels dragging. Step advances one second while paused.
让一个枢纽停运Close a hub
本局可主动让D站停运12秒,观察其他站的积压。若有绕行路径,影响会不同;也可使用本局唯一一次抢修。第二、三关会在指定时刻自动停运D站。Close D for 12 seconds once per round and watch upstream queues. A bypass changes the impact. Each round also has one repair. Challenges two and three include a scheduled D outage.
为何是天生人?Why adaptation?
城市是路网之外的母系统:第二、三关由既定城市时序产生新站,河道限制跨越次数,高峰客流与枢纽停运也不由玩家推迟。你调整的是内部连接与运力,目标是让网络适应给定环境。站点出现的时刻可预知,重试保持相同时序,便于比较策略。这是天生人原理的局部游戏类比,不是现实城市、天地或人体的模型。The city is the network's surrounding system. Later challenges introduce stops on a fixed city schedule. The river limits crossings; demand peaks and outages cannot be delayed. You adjust internal routes and capacity to fit those conditions. Growth is announced and repeats on retry so strategies can be compared. This is a playful analogy for adaptation within a parent system, not a physiological or city model.
参考Mini Metro与Mini Motorways的连线调度思路,地图、关卡与界面独立制作。Inspired by the network play of Mini Metro and Mini Motorways, with original maps, challenges and interface.
器用实验室Contraption Lab
功能性:零件的用处,在关系中发生。Functionality: what a part does depends on its relationships.
器用实验室Contraption Lab
功能性:零件的用处,在关系中发生。Functionality: what a part does depends on its relationships.
装配台Assembly
怎么玩?How to play
载荷固定在中央,再装最多4个零件。先选零件,再点安装位;风扇默认朝右。选「转向」后点风扇,每次转90度;选「拆卸」后点零件即可移除。1–4选零件,R转向,X拆卸,Enter/Space操作安装位。空白装配台可使用试玩拼装。The cargo core stays in the centre; add up to four parts. Choose a part, then tap a mount. Fans point right by default. Choose Rotate and tap a fan to turn it 90 degrees; choose Remove and tap a part to take it off. Keys 1–4 choose parts, R rotates, X removes, Enter/Space activates mounts. Try a sample on an empty jig.
轮子在下方接地时减少阻力;风扇沿箭头推送,燃料可用9秒;气囊一直上托,偏置会产生倾斜;弹簧接触地面后弹起一次。每个零件都会增加重量。落地过猛、侧翻、跌入裂谷或未及时抵达都可能失败。暂停可逐次推演0.25秒;重装保留设计,再改一个位置试试。试玩记录、数值和力学均为原创简化设定。Wheels reduce drag when mounted beneath the machine. Fans push along their arrows for nine seconds. Balloons lift continuously; offset lift can tip the craft. A spring jumps once on ground contact. Every part adds weight. Hard landings, tipping, gaps or running out of time can end a run. Step advances 0.25 seconds while paused. Rebuild keeps your design so you can change one thing. Values and physics are original simplified game rules.
为何是功能性?Why functionality?
同一个风扇在侧面朝右是推进器,换向后可以上托,偏离中心又可能把载具掀翻。零件的功能取决于它的位置、方向、其他零件及眼前的任务。这里只呈现原理的一个可玩侧面。参考Bad Piggies的拼装试跑思路,载具、地形、关卡和界面独立制作。The same fan can propel, lift or tip a machine depending on its direction and leverage. Function comes from position, orientation, other parts and the task at hand. This is one playful view of the principle. Inspired by Bad Piggies, with original machines, terrain, tracks and interface.
这里是系统原理的游戏化探索。数值与情境为原创游戏设定。Playful explorations of systems ideas, with original fictional scenarios and values.