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> |
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| scenes | ||
| src | ||
| test | ||
| .gitignore | ||
| GDD.md | ||
| project.godot | ||
| README.md | ||
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