zombietextures/assetrequest

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ENTITIES
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func_commentary
acts just like the ones one source engine ie ... -
v
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
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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
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*button triggered*
*suit pickup*
func_door open
func_door close
chess piece place down
chess piece place up
VOICELINES
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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 baud modem activated
Anti bully shields activated
rgb lighting activated *rainbow light spam in room* "rgb lighting fault"
photon torpedos deactivated pay 15.99$ to activate them indtantly
have a very good day
i will make sure of it