forked from nbrooks211/zombietextures
213 lines
8.3 KiB
Text
213 lines
8.3 KiB
Text
ENTITIES
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func_commentary
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acts just like the ones one source engine ie ... -
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v
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# floats a model in the air and slowly spins
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# can be triggered by pressing E while looking at it
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it will use 3 textures:
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texture 1: idle texture used before activated
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texture 2: texture while playing sound (after being activated)
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texture 3: texture after sound stops playing
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when triggered switch to texture 2, spin rapidly, and play sound file
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after sound file stops playing switch to texture 3 and stop rotating entirly
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can hit E again to stop
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func_cardboardcutout
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# would typically be a flat (possibly 2 sided) sprite and the texture would typically be a person
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# purpose is to resemble the body movements of someone talking in like those story book games
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when triggered (not nessicerally by E) it will cycle thru texturea at a predefined rate
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such as start on idle texture then 3 seconds later switch to hands in air texture then 10 seconds later switch to another texture
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player
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# first person
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# walkaround and jump
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# can interact with buttons and other objects by hitting E
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~ would be funny and probably better tbh if movement was using quake physics
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# also quicker base movement speed
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buttons: (idk how buttons are supposed tonwork exactly
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# all buttons will have 2 textures:
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# idle
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# activated
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button_once:
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# when triggered, switch to the activated texture, play a sound, and trigger somthing
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# can obly be pressed once
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button_multiple
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# when triggered, switch to the activated texture, play a sound, and trigger somthing
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# after a few seconds switch to idle texture
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^ "Button" does all this shit, fuck making two separate entities for this
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func_door:
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~ 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
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# waits a few seconds
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~ closes and plays a sound while moving
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whenever it starts or stops moving it plays a sound
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so 3 sounds in total
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func_door_rotating
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same as above but rotates
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^ This will also be rolled into "Door"
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physics object:
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can be picked uo with E
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has physics applied to it (obviousky)
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can be any obj and idealy would be resizeable
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transparent blocks
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idk how easy its gonna be but some textures that i place mighy be transparent
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^ Not my problem
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pass thru blocks
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thusbwill probabky have be done on the godot side some blocks will be not solid
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^ Not my problem
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func_elevator
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when the player steps on this it will rise up after a few seconds to a pre determinted height
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item_suit
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# is an obj in the world
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# upon contact with the player is disapears and plays 2 sounds
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MINIGAMES
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------------------------------------
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chess:
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the pieces are made out of physics objects and you play against a badly written ai
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the ai is good but cheats alot
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the way to win is to cheat yoyrself and just place one of your pieces on his king
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move box but car keeps getting in your way game:
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goal of the game...
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move a physics box across the room and place it on a green square
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if you touvh the box agaist any objects that arnt walls or floor you lose and the game is reset
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there will be many objects in your way (some of them being other physics objects, which are easy beacyse you can just press e and move them elseqhere) but the important ones will be cars
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cars...
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cars will (always) be stationary and some will have people in them
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you cant pick up the cars you can only rewuest the driver of ones that have people in them to move and they will always comoly then disapear
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at the end there will be a (manned) car right infront of the ending green square
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everyyime you request them to leave they will leave but when you arnt looking(and only then) another car will drive in
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so you have to figure out how to keep looking at the green square while moving the box
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like sone sort of scp 173 level shit
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maybe to add difficulty the cube will disapear when not being looked at
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QOL AND OTHER METAGAME THINGS
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---------------------------------
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Console:
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basically ibwant a box that i can run commands
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would be cool if it was using my system terminal
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its main use would be toggling debug things so we dont need them tied to buttons
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maybe someone has already made a console plugin we can probably just steal that
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if your gonna make it in engine then here are the requirments
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- beable to select copy and paste text
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- tab autocomplete
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- balls
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Main menu/pause menu:
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obvuously we are gonna need a main menu
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the main menu will be a 2d ui with a a 3d ingame background lile what hl2 does
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the buttons so far i can think of are:
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{
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Start Game
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Options
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Credits
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Quit
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}
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i think the game is short ebough that we dont need to save or load the game
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the ui buttons will have a darkened background so you can read it on the 3d background
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ARTWORK
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----------------------------------------
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icon.ico:
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the icon is a "profile pic" of a 2d drawn llama wearing a blue wizard hat
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the wizard hat might be 1 of three things
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- a 2d drawn hat
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- a 3d low polygon drawn by the artist hat
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- a 3d low polygon hat made by me (the fake zombie master)
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requirements for the artist commitition
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must get svg
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must get editor file (typically adobe illustrator (.ai))
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dont use ai (artifical intelligence) art
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must be allowed to commercial use and no credit needed to give
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basically i want to reserve all the rights for me, i dont want to have to give atribution for somtbing i paid for
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"zombie maniac" avatar (human) (not a fucking goat or somthing im not a furry)
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face:
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no facial hair but with long hair down to shoulders
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clothes:
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wearing a 1920s style beige suit eith red tie and matching pants. white under shirt
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fursuit:
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fursuit
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SOUND
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------------------------------------
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*button triggered*
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*suit pickup*
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func_door open
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func_door close
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chess piece place down
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chess piece place up
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VOICELINES
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---------------------------------
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Hazard course: (kreb)
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Kreb: welcome to the White Plains hazard course, i am your card board assistant.
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lets begin by stepping into your suit now but before that i have to read this disclamer.
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*boringly and unenthousiastically reads this*
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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.
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The white plains hazard course comes AS IS with absolutly no warrenty
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Lets begin by stepping thru the door
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Hazard course: (zombie)
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Suit:
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Welcome the H E uh i mean F U R mark 2 Furry System
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for use in attending furry conventions
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Cringe inhibitors activated
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fifty six k baud modem activated
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Anti bully shields activated
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rgb lighting activated *rainbow light spam in room* "rgb lighting fault"
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photon torpedos deactivated pay 15.99$ to activate them indtantly
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have a very good day
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i will make sure of it
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INTRO
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---------------------------------------------
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ufz logo intro
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Is rendered in real time by the engine (hopefully)
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Is a 3d rusty rectangular cube if the letters 'ufz' sticking out as metal or sonthing
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The animation that dhows the logo is described below
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Is essentially a time lapse of the logo creation except it just shows the logo centered on the screen as "a final render" not screenshots from the editor
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Each frame follows as this
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When a new block is created or modified it is highlighted red like in hammer world editor
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It will cease being red when another block turns red
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So it will be red for one frame
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The blocks spawn as dev textures and get textured at the end
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Frames go in this order:
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Start on black void
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First rectangular block is drawn (gray block)
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Starting the U:
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Orange vertical rectangular block
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Another one same ad above
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Orange horizontal rectangular block to fill in the U
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You get the idea...
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After all blocks are drawn
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Then we texture the first block as a rusty metal texture then we go thru the other blocks and texture them in order of creation
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After everything is texture we shine a light behind the object pointing towards the camera and we move the light (vertically ig)
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The point of that is to show god rays
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After its panned thru we shut the light off
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Audio:
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Its a spam of keyboard presses and mouse click and a choir in the background with growing intensity
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Then a sudden burst in intensity when the light shows up
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The logo will probably be a bunch of different models switched out by godot
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Qtech logo is just again rendered in real time as a 3d version of the qtech logo
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Its rotating like the V C F (or more lazily just steal the commentary node)
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Audio:
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Thomas te noises and 60hz
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