destroyulator/game/dev
Monster Robot Party bcd67906a4 LANE7: you can die in LEVEL 0, and how you died decides which death you get
NO HEALTH BAR. Nothing else in this game does damage, so hit points would be a
survival-horror UI bolted onto a demolition game. Instead: one meter, DREAD, fed by
every way this place gets at you — being stared at, something close behind you, each
loop, and your own coughing. It decays when nothing is happening to you, and every loop
makes it grip harder (DREAD_LOOP_GRIP), so the place gets better at this the longer you
stay.

At 100% you die, and WHICH source pushed it over decides the death, which is what keeps
the three memes legible at the one moment it matters:

  STARE  "YOU LOOKED TOO LONG / it was still. it was always still. that was never the
         safe part."                                              (Slenderman)
  REACH  "IT WAS ALREADY IN THE ROOM / you were making so much noise."
         Sprays. This is the gory one.                            (the xenomorph)
  LOOP   "YOU ARE STILL IN THE ROOM / you walked it eleven times. you will walk it
         again." Eleven loops and the room simply keeps you.       (Blair Witch)

Gore.gd is procedural — seeded blobs that swell on the lens and then bleed downward in
streaks, a wet burst at the camera (physical deaths only; being taken by the static
shouldn't spray), the camera going down to land on its side on the carpet, then the
card. The sequence is deliberately SLOW: a jumpscare is a spike, but a death should take
its time, because the seconds spent watching the lens settle are where it lands. R wakes
you up.

Player.set_frozen() so you can't stroll around during your own death.

Renamed Backrooms' VHS layer to `tape` — `dread` is the meter now, and it was clearer
anyway.

dev/probe_death.gd drives all three deaths and the revive.

Note: the "Parameter material is null" warning only appears under the headless dummy
renderer; windowed runs are clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 19:44:26 +10:00
..
demo.tscn LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
DemoDriver.gd LANE7: you can die in LEVEL 0, and how you died decides which death you get 2026-07-31 19:44:26 +10:00
DemoDriver.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_arms.gd LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_arms.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_backrooms.gd LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic 2026-07-31 19:05:56 +10:00
probe_backrooms.gd.uid LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic 2026-07-31 19:05:56 +10:00
probe_death.gd LANE7: you can die in LEVEL 0, and how you died decides which death you get 2026-07-31 19:44:26 +10:00
probe_gauntlet.gd LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
probe_gauntlet.gd.uid LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
probe_horror.gd LANE7: LEVEL 0 gets an entity, a tape, and a loop 2026-07-31 19:25:28 +10:00
probe_horror.gd.uid LANE7: LEVEL 0 gets an entity, a tape, and a loop 2026-07-31 19:25:28 +10:00
probe_levels.gd LANE7: four workplaces, built from data 2026-07-31 17:58:41 +10:00
probe_levels.gd.uid LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
probe_scale.gd LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_scale.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_vm.gd LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_vm.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00