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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
scenes Phase 0 grey-box: playable room, one schema, 19-check headless playthrough 2026-08-03 17:51:00 +10:00
src Visual pass: grid materials, corridor lights, emissive props, target marker, objectives 2026-08-03 19:39:14 +10:00
test Phase 0 grey-box: playable room, one schema, 19-check headless playthrough 2026-08-03 17:51:00 +10:00
.gitignore GDD v0: exposure puzzle system, modular droid, General Component story 2026-08-03 17:23:58 +10:00
GDD.md GDD v0: exposure puzzle system, modular droid, General Component story 2026-08-03 17:23:58 +10:00
project.godot Phase 0 grey-box: playable room, one schema, 19-check headless playthrough 2026-08-03 17:51:00 +10:00
README.md Phase 0 grey-box: playable room, one schema, 19-check headless playthrough 2026-08-03 17:51:00 +10:00

EXPOSURE (working title)

3D puzzle game: everything on a dead corporate ship — including you — only changes state under elemental exposure. Route the elements. Wake the ship.

  • Design canon: GDD.md
  • Engine: Godot 4.6

Phase 0 grey-box (playable)

One hall, five gates, three elements. Proves the GDD's four pillars: exposure routing, carry-decay, symmetric self-exposure (be the wire, self-shock), and donation (leave a wheel in a door).

/Applications/Godot.app/Contents/MacOS/Godot --path .

Controls: WASD move · mouse look · E interact · Esc release mouse

Tests:

godot --headless --path . -s test/selfcheck.gd     # schema state machine
godot --headless --path . -s test/integration.gd   # full-room playthrough