ENTITIES ------------------------------------------------ func_commentary acts just like the ones one source engine floats a model in the air and slowly spins can be triggered by pressing E while looking at it it will use 3 textures: texture 1: idle texture used before activated texture 2: texture while playing sound (after being activated) texture 3: texture after sound stops playing when triggered switch to texture 2, spin rapidly, and play sound file after sound file stops playing switch to texture 3 and stop rotating entirly func_cardboardcutout would typically be a flat (possibly 2 sided) sprite and the texture would typically be a person purpose is to resemble the body movements of someone talking in like those story book games when triggered (not nessicerally by E) it will cycle thru texturea at a predefined rate such as start on idle texture then 3 seconds later switch to hands in air texture then 10 seconds later switch to another texture player first person walkaround and jump can interact with buttons and other objects by hitting E would be funny and probably better tbh if movement was using quake physics also quicker base movement speed buttons: (idk how buttons are supposed tonwork exactly all buttons will have 2 textures: idle activated button_once: when triggered, switch to the activated texture, play a sound, and trigger somthing can obly be pressed once button_multiple when triggered, switch to the activated texture, play a sound, and trigger somthing after a few seconds switch to idle texture func_door: when triggered moves in a specified direction (or towards an entity idc specified direction would proabbky be easier on my end) and plays a sound while moving waits a few seconds closes and plays a sound while moving whenever it starts or stops moving it plays a sound so 3 sounds in total func_door_rotating same as above but rotates physics object: can be picked uo with E has physics applied to it (obviousky) can be any obj and idealy would be resizeable transparent blocks idk how easy its gonna be but some textures that i place mighy be transparent pass thru blocks thusbwill probabky have be done on the godot side some blocks will be not solid func_elevator when the player steps on this it will rise up after a few seconds to a pre determinted height item_suit is an obj in the world upon contact with the player is disapears and plays 2 sounds more specialized shit might change later chess the pieces are made out of physics objects and you play against a badly written ai the ai is good but cheats alot the way to win is to cheat yoyrself and just place one of your pieces on his king ARTWORK ---------------------------------------- icon.ico: the icon is a "profile pic" of a 2d drawn llama wearing a 3d low polygon model of a blue wizard hat "zombie maniac" avatar (human) (not a fucking goat or somthing im not a furry) face: no facial hair but with long hair down to shoulders clothes: wearing a 1920s style beige suit eith red tie and matching pants. white under shirt fursuit: fursuit SOUND ------------------------------------ *button triggered* *suit pickup* func_door open func_door close chess piece place down chess piece place up VOICELINES --------------------------------- Hazard course: (kreb) Kreb: welcome to the White Plains hazard course, i am your card board assistant. lets begin by stepping into your suit now but before that i have to read this disclamer. *boringly and unenthousiastically reads this* White Plains is a distinct entity operating independently, it is in no way associated with any other companies that relate to a certain red themed biome. The white plains hazard course comes AS IS with absolutly no warrenty Lets begin by stepping thru the door Hazard course: (zombie) Suit: Welcome the H E uh i mean F U R mark 2 Furry System for use in attending furry conventions Cringe inhibitors activated fifty six k modem activated Anti bully shields activated rgb lighting activated photon torpedos deactivated pay 15.99$ to activate them indtantly have a very good day i will make sure of it