Commit Graph

6 Commits

Author SHA1 Message Date
type-two
65dd78efd5 Phase 1: hub + reactor, hydroponics, comms, bridge zones — full ship playable
zones.gd builders on the existing schema: heat + radio elements, thermal
slug + radio beacon gadgets, wax seal, order-chain core igniter, growth
vine (water then daylight), cross-zone cascade (reactor melts hydro ice
wall -> melt pool feeds the mains), through-wall resonator, sealed
bridge (opens 3/3 systems), core-donation ending + PORT 00 kiosk tease.
Each zone in its acquired-brand Flux textures. Integration test now
plays the entire ship: 35 checks passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 21:14:45 +10:00
type-two
06178a4e08 Asset library: zone-themed Flux texture sets for all four remaining zones
10 new CF Flux textures: reactor (Heliotrope red/black armored + ember
grate + gauge greeble), hydroponics (VerdantCo algae-stained enamel +
drainage deck + vine pipes), comms (blue cable panels + radio rack
greeble), bridge (executive padded leather + navy retro carpet).
bridge_wall and comms_wall crop-salvaged from scene renders (originals
kept as *_src). Not yet wired into the game — zones don't exist yet.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 20:42:33 +10:00
type-two
fec7f419f8 Flux texture pass: CF-generated spaceship interior textures wired in
5 textures from Cloudflare Flux (free tier) in assets/textures: wall
panels, deck floor, bulkhead, blast door face, machinery greeble.
Runtime mirror-fold makes them seamless; triplanar surface materials
with grid fallback when files missing. Doors use the cropped face.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 20:24:39 +10:00
type-two
5f67b3c6b0 Visual pass: grid materials, corridor lights, emissive props, target marker, objectives
Portal-style triplanar grid on all structure, omni lighting per segment,
emissive glow on every interactable, floating look-target marker, socket
gets a visible empty-ring slot, HUD gains an OBJECTIVE tracker line.
Integration playthrough still 19/19.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 19:39:14 +10:00
type-two
d414ccd6e4 Phase 0 grey-box: playable room, one schema, 19-check headless playthrough
Exposable (the one state-machine schema) + ElementField (distance-based
emitters) drive everything: wall components, the droid's shell/core, the
leaky bucket. Room chain: wheel donation -> be-the-wire -> electrified
puddle/relay -> leaky-bucket ferry -> rotating cargo drum (bonus) ->
solar-gated exit on a 60s day/night cycle. Calculator-green HUD with
PORT 00 tease.

test/selfcheck.gd: 11 schema checks. test/integration.gd: full-room
headless playthrough, 19 checks, all passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 17:51:00 +10:00
type-two
3283c6ec84 GDD v0: exposure puzzle system, modular droid, General Component story
Full design doc: four pillars (state-machine components, element routing,
carry-decay, symmetric self-exposure), donation/degraded operation, fabricator
repair chain, rotating rooms, pneumatic tubes, two-goal story with hidden
free-will ending.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 17:23:58 +10:00