Turn records from one-hit props into the store's signature dexterity ritual, and add the first game mode on top of it. Record.gd (class_name Record extends Smashable): a cardboard SLEEVE that hides a vinyl DISC. Splits record.glb's Sleeve_Mesh / Vinyl_Disc nodes at runtime — the sleeve stays on the body, the disc becomes its own frozen-kinematic vinyl Smashable that follows the sleeve until freed. State machine IN_CRATE -> HELD -> EXTRACTING -> DISC_FREE. set_extract() slides the disc up and out of the mouth; release_disc() arms it as a live brittle throwable; shatter() spills the disc first so brute-force smashing still spills it. Genre tints on disc label / sleeve spine make a misfiled disc read at a glance. GrabController.gd (under Player): hold point on the camera, E grabs the Record under the crosshair (fat-sphere query, Record-filtered), horizontal mouse drag pulls the disc (~600px = full), LMB throws the freed disc then trashes the empty sleeve, G drops. On-screen pull meter. GameMode.gd (class_name GameMode, owned by Main): FreePlay (default) + FindMisfiled — plants exactly one disc_genre != sleeve_genre, 60s timer, win by extracting it and pressing F while holding it, scores the mess (bodies smashed) + records disturbed. Prints the plant on start. Wiring: Player creates the GrabController and routes E/G/LMB/drag (yaw suspended mid-pull, Esc untouched); Main._build_rack spawns Record instances on the crates (keeps supports cascade + sleeve-art skinning + per-record genres), forwards smashes to the mode, and adds keys 1/2 (modes) and F (report). Headless smoke test clean (0 script errors / 0 warnings, 15 records); a runtime harness exercised grab/extract/throw/drop/shatter-spill/mode-switch/reset — all green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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| .. | ||
| assets | ||
| scripts | ||
| .gitignore | ||
| main.tscn | ||
| project.godot | ||
| README.md | ||
Destroyulator — Cascade Prototype
Mac-first (Apple Silicon / Metal), Godot 4.7, Jolt physics. Built to prove two things on the M3 before committing: the destruction feels good, and the frame rate holds.
Run it
Editor (easiest): open /Applications/Godot.app, import this folder (game/), press F5 / ▶.
CLI:
/Applications/Godot.app/Contents/MacOS/Godot --path /Users/m3ultra/Documents/Destroyulater/game
Controls
| Input | Does |
|---|---|
| Left-click | Swing the (nerf) hammer at whatever's under the cursor |
| S | Rain 500 rigid bodies — the Day-0 stress gate. Watch the FPS counter hold. |
| R | Reset the rack |
Top-left HUD shows FPS · live body count · things smashed.
What it's proving — the cascade
The rack is nested the same way your store's DB is (rack → shelf → crate → jacket → record):
- Frame + shelves start frozen (act static, hold everything up).
- Smash a shelf → it bursts into shards and vanishes → the crates on it fall → the cardboard jackets spill → the vinyl records tumble out →
- records are brittle (
brittle_speedinSmashable.gd) → they crack a beat later when they smack the floor. A record that lands flat survives — there's your comedy/score beat.
No scripted "release" logic — gravity reads the hierarchy. That's the whole point.
Files
scripts/Smashable.gd— one component for every breakable piece. ThePROFILEStable is where material identity is authored (color · shard count · brittleness · bounce). Swapwood/cardboard/vinyl/glass/steelbehaviours here.scripts/Main.gd— builds the world + rack from primitives, hammer raycast, stress test, HUD.
Next step: real art (one function)
Everything is grey primitives so it runs with zero import deps. To use your actual assets,
change _piece() in Main.gd to load a GLB instead of building a BoxMesh, e.g.
load("res://assets/wooden-rack-type-long.glb").instantiate() for the visual, keep the
convex collider. Your 3D-STORE/clean_glbs/*.glb are ready to copy into game/assets/.