Late Night Merge
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Assets/image.jpg
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Before Width: | Height: | Size: 159 KiB |
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Assets/image.png
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After Width: | Height: | Size: 864 KiB |
@@ -2,16 +2,16 @@
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://cld18nqh17byc"
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path="res://.godot/imported/image.jpg-c0ce57a2d534111ace8bb1a1511f79ef.ctex"
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uid="uid://djvctaqt1ukc6"
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path="res://.godot/imported/image.png-0675dfeff6aa31652eb3551faf7498f0.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://Assets/image.jpg"
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dest_files=["res://.godot/imported/image.jpg-c0ce57a2d534111ace8bb1a1511f79ef.ctex"]
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source_file="res://Assets/image.png"
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dest_files=["res://.godot/imported/image.png-0675dfeff6aa31652eb3551faf7498f0.ctex"]
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[params]
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4
Collision/Assets/SkiBlade_material_3d.tres
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4
Collision/Assets/SkiBlade_material_3d.tres
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@@ -0,0 +1,4 @@
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[gd_resource type="StandardMaterial3D" format=3 uid="uid://b7ixotws3ahnu"]
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[resource]
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albedo_color = Color(1, 0, 0.302658, 1)
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@@ -1,10 +1,15 @@
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[gd_scene load_steps=4 format=3 uid="uid://cogj561sxuffx"]
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[gd_scene load_steps=5 format=3 uid="uid://cogj561sxuffx"]
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[ext_resource type="PackedScene" uid="uid://b56smkir6r6e5" path="res://Collision/Scenes/Player.tscn" id="1_ph5kv"]
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[sub_resource type="BoxMesh" id="BoxMesh_ah2ec"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_vu087"]
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[sub_resource type="BoxMesh" id="BoxMesh_emir4"]
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[sub_resource type="Environment" id="Environment_emir4"]
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background_mode = 1
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background_color = Color(0, 0.717647, 1, 1)
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sdfgi_use_occlusion = true
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[node name="Main" type="Node3D"]
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@@ -17,8 +22,12 @@ mesh = SubResource("BoxMesh_ah2ec")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"]
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shape = SubResource("BoxShape3D_vu087")
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[node name="RigidBody3D" type="RigidBody3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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[node name="Player" parent="." instance=ExtResource("1_ph5kv")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 6, 13)
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[node name="MeshInstance3D" type="MeshInstance3D" parent="RigidBody3D"]
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mesh = SubResource("BoxMesh_emir4")
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.5, 0.866025, 0, -0.866025, 0.5, 0, 11.0056, 7)
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shadow_enabled = true
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_emir4")
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44
Collision/Scenes/Player.tscn
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44
Collision/Scenes/Player.tscn
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@@ -0,0 +1,44 @@
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[gd_scene load_steps=8 format=3 uid="uid://b56smkir6r6e5"]
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[ext_resource type="Script" uid="uid://bebu3iw1v8h5t" path="res://Collision/Scripts/PlayerMovement.gd" id="1_iti7a"]
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[ext_resource type="Material" uid="uid://b7ixotws3ahnu" path="res://Collision/Assets/SkiBlade_material_3d.tres" id="2_6ex3l"]
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_emir4"]
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friction = 0.0
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_iti7a"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_emir4"]
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albedo_color = Color(0, 0.00912619, 1, 1)
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[sub_resource type="BoxMesh" id="BoxMesh_emir4"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_ph5kv"]
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[node name="Player" type="RigidBody3D"]
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physics_material_override = SubResource("PhysicsMaterial_emir4")
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script = ExtResource("1_iti7a")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.524462, 0)
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mesh = SubResource("CapsuleMesh_iti7a")
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surface_material_override/0 = SubResource("StandardMaterial3D_emir4")
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[node name="MeshInstance3D2" type="MeshInstance3D" parent="."]
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transform = Transform3D(0.2, 0, 0, 0, 0.049, 0, 0, 0, 1, 0.382445, -0.474396, 0)
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mesh = SubResource("BoxMesh_emir4")
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skeleton = NodePath("../MeshInstance3D")
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surface_material_override/0 = ExtResource("2_6ex3l")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("BoxShape3D_ph5kv")
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.866025, 0.5, 0, -0.5, 0.866025, 0, 3, 3)
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current = true
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[node name="MeshInstance3D3" type="MeshInstance3D" parent="."]
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transform = Transform3D(0.2, 0, 0, 0, 0.049, 0, 0, 0, 1, -0.397762, -0.474396, 0)
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mesh = SubResource("BoxMesh_emir4")
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skeleton = NodePath("../MeshInstance3D")
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surface_material_override/0 = ExtResource("2_6ex3l")
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10
Collision/Scripts/PlayerMovement.gd
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10
Collision/Scripts/PlayerMovement.gd
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@@ -0,0 +1,10 @@
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extends RigidBody3D
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@export var move_speed : float = 2.0
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func _physics_process(_delta: float) -> void:
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if Input.is_key_pressed(KEY_LEFT):
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linear_velocity.x = -move_speed
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if Input.is_key_pressed(KEY_RIGHT):
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linear_velocity.x = move_speed
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1
Collision/Scripts/PlayerMovement.gd.uid
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1
Collision/Scripts/PlayerMovement.gd.uid
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@@ -0,0 +1 @@
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uid://bebu3iw1v8h5t
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43
Outline.txt
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43
Outline.txt
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@@ -0,0 +1,43 @@
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Game Concept:
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Genre: Action RPG, Stealth/Exploration, with elements of Rhythm or Puzzle.
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Setting: Dark planet ruled by Queen Lucifuga, where crystals play music.
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Plot:
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Protagonist: Space Marine on a mission to harvest crystals for booster packs for their card deck.
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Antagonist/Protagonist: Queen Lucifuga, who wants peace but defends her crystals with dark creatures when threatened.
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Plot Development:
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Space Marine invades, initially unaware of the planet's history and culture.
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Encounter with Lucifuga's song, which is misunderstood by the Marine as a battle prelude.
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Conflict arises as the Marine attempts to take the crystals, leading to combat or possible diplomatic resolutions.
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Gameplay Mechanics:
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Crystal Interaction:
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Crystals provide buffs, lore, or change gameplay dynamics.
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Harvesting or learning from them affects the story and gameplay.
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Combat vs. Diplomacy:
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Options for direct combat, stealth, or peaceful negotiation.
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Environmental Puzzles:
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Use darkness, light, and sound for puzzle-solving.
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Moral Choices:
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Decisions impact the game's ending, the planet's fate, and possibly gameplay style.
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Character and World:
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Lucifuga:
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NPC with a deep backstory, offering quests, lore, and influencing player's moral choices.
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World-Building:
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Exploration of a dark planet with unique flora, fauna, and cultural remnants.
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Multiple zones or levels representing different aspects of the planet and story.
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Visual and Audio:
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Aesthetics: Dark, with bioluminescent highlights, emphasizing the contrast between light and dark.
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Sound: Crystals emit music which changes with player interactions, influencing mood and gameplay.
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Player Experience:
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Multiple Endings: Based on player choices regarding the crystals and Lucifuga.
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Replayability: Decisions alter gameplay, encouraging multiple playthroughs.
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Community Engagement: Features for players to share their unique game experiences or strategies.
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Narrative Themes:
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Misunderstanding and cultural clash.
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The impact of technology and war on nature and culture.
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The possibility of peace and understanding in conflict.
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@@ -13,6 +13,7 @@ config_version=5
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config/name="GodotMiniProjects"
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config/description="a collection of Godot Projects."
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config/features=PackedStringArray("4.4", "Forward Plus")
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boot_splash/image="uid://djvctaqt1ukc6"
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config/icon="uid://du8gf5veue38s"
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[dotnet]
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