changed license added design_document and updated assets

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zombie maniac 2024-12-20 09:56:31 -05:00
parent b7c226908c
commit a761b5664c
Signed by: nbrooks211
GPG key ID: F43C85C0DF0C334E
4 changed files with 33 additions and 2 deletions

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all right reserved all rights reserved

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##Funnymemellama: A Vertical Slice
A game made in godot
Godot v4.3.stable.arch_linux
Blender 4.2.5 LTS
Gimp 2.10

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Subproject commit 13f83c6c929a52ddc558cb78e3204ac6ff3e3822 Subproject commit b96079177daaf913e8b988e493a7bc773ece00a5

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FunnyMemeLlama: a Vertical Slice
player controller
basically done at this point
physics object
its a physics object that will use a gltf model. OBJ Bad!
seperate visual model and model used for collision
has collisons with player, world and can trigger triggers
can be incredibly lazy ie would be nice if it was a full physics simulation but really doesnt need rotation and other properties real world objects have, think func_pushable from hl
can be picked up with the "use" key 'E'
when in the picked up state it will still obey physics such as not passing thru walls and still interact with triggers
still while picked up the objects postion will be a ray cast from the viewport out half a meter or so and that is where the object will float.
trigger_once (player, phys, other_entities)
can act on any combination of player, physics objects, or any other entity such as a non hitscan projectile
visible in editor but not in game
is a region in the world that looks when entities enter it
OnStartTouch fires when entity enters region
OnEndTouch fires when enitty exits region
OnStartTouch and OnEndTouch will only trigger once each for a total of 2 times and never again no matter how many times entity enters or exits the region
trigger_muiltiple
same as above but can trigger multiple times