ShitboxInfinity/README.md
type-two eb7c189c9f Gameplay systems + procedural Blender car fleet
Modes: Cruise / Crash Mode (60s damage dollars) / Race (3 laps, rubber-banded
rivals). Burnout loop: boost earned by drift, near miss, smash; takedowns refill
and grow the meter to 4x; hard crashes shed det_* panels and trigger Impact Time
slow-mo. Traffic follows the level RacePath frozen-kinematic and goes dynamic
when whacked. tools/build_cars.py builds six Aussie shitbox GLBs (profile
extrusion + detachable doors/mirrors/bumpers/bonnet/boot). Smoke test covers
all three modes headless.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:29:42 +10:00

73 lines
2.8 KiB
Markdown

# Burnout Infinity: Shitbox
Burnout 3-style arcade racer, Aussie shitboxes, Woolies carparks. Godot 4.6 + Blender, native Apple Silicon.
## Run
```
/Applications/Godot.app/Contents/MacOS/Godot --path .
```
Controls: WASD/arrows drive, Shift drift, Space boost, R reset (or retry after Crash Mode), Esc menu.
## Modes
- **Cruise** — free roam with traffic.
- **Crash Mode** — 60 seconds, rack up damage dollars ramming traffic and parked cars.
- **Race** — 3 laps vs 3 rubber-banded rivals on the level's `RacePath`.
The boost loop is Burnout 3's: earn boost by drifting, near-missing traffic, and smashing
things. Wrecking a rival near you = TAKEDOWN — refills the meter and grows it (up to 4x).
Hard crashes shed body panels and trigger Impact Time slow-mo.
## Cars
A car is a folder: `cars/<id>/stats.tres` + optional `car.glb`. Models are built
procedurally — specs live in [tools/build_cars.py](tools/build_cars.py), one dict per car
(silhouette profile, dimensions, paint). Rebuild all GLBs with:
```
/Applications/Blender.app/Contents/MacOS/Blender -b -P tools/build_cars.py
```
Model convention (any GLB works, hand-modelled or generated):
- Nose faces **+Y** in Blender (imports as Godot -Z forward).
- Node origin 0.75 m above ground level (the controller's ride height).
- Objects named `det_*` are detachable — the game rips them off on impact
(doors, mirrors, bumpers, bonnet, boot).
- Current fleet: Datto 120Y, Gemmy TX, Kingswood HQ, VL Terbo, XF Fungoon, Excel Hilton.
Piss-take names on purpose: real model names and badges are trademarks.
To improve a silhouette: supply a side-on photo + front three-quarter photo, tweak the
profile points in the spec, rebuild, screenshot. Kerb weight and power figures go in
stats.tres if you want realism; otherwise vibes.
## Add a level
Make a folder `levels/<id>/` containing `level.glb` (or `level.tscn`). Blender convention:
- Solid objects: suffix the name with `-col` (Godot generates collision on import).
- An Empty named `Spawn` where the car starts.
- A curve/path named `RacePath` (loop) enables Race mode and traffic.
- Export glTF Binary to `levels/<id>/level.glb`. It appears in the menu.
## Tests
```
/Applications/Godot.app/Contents/MacOS/Godot --headless --path . --import
/Applications/Godot.app/Contents/MacOS/Godot --headless --path . --script tests/smoke.gd
```
Visual check (opens a window, saves a PNG):
```
/Applications/Godot.app/Contents/MacOS/Godot --path . --script tests/screenshot.gd -- car=datto_120y mode=crash frames=280 out=shot.png
```
## Design doc
`docs/BurnoutInfinityShitbox.pdf` — research report on the original game. Still to come:
crash deformation (control-hull vertex displacement, equations in the PDF), oncoming-lane
boost, Road Rage mode, sound, real level GLBs from Blender.