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>
26 lines
766 B
Markdown
26 lines
766 B
Markdown
# EXPOSURE (working title)
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3D puzzle game: everything on a dead corporate ship — including you — only
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changes state under elemental exposure. Route the elements. Wake the ship.
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- Design canon: [GDD.md](GDD.md)
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- Engine: Godot 4.6
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## Phase 0 grey-box (playable)
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One hall, five gates, three elements. Proves the GDD's four pillars:
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exposure routing, carry-decay, symmetric self-exposure (be the wire,
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self-shock), and donation (leave a wheel in a door).
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```
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/Applications/Godot.app/Contents/MacOS/Godot --path .
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```
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**Controls:** WASD move · mouse look · E interact · Esc release mouse
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**Tests:**
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```
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godot --headless --path . -s test/selfcheck.gd # schema state machine
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godot --headless --path . -s test/integration.gd # full-room playthrough
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```
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