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# Blender 4.3.2 MTL File: 'wire_shelves.blend'
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# www.blender.org
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# Blender 4.3.2
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# www.blender.org
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mtllib wire_shelves.mtl
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@ -1,4 +1,4 @@
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[gd_scene load_steps=81 format=4 uid="uid://b3h2ldhluwco"]
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@ -1327,11 +1332,23 @@ collision_layer = 5
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|
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shape = SubResource("ConcavePolygonShape3D_2ybo5")
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[node name="Cupboard" parent="Props" instance=ExtResource("11_5abrm")]
|
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transform = Transform3D(1, 0, 0, 0, 0.965926, -0.258819, 0, 0.258819, 0.965926, -4, 2.02276, -8.6)
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@ -35,7 +35,6 @@
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@ -438,9 +437,6 @@ visible = false
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[node name="Player" parent="." instance=ExtResource("1_ml0ka")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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[node name="WireShelves" parent="." instance=ExtResource("36_hb05j")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 49.2, 0, -12)
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|
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[connection signal="animation_finished" from="Props/Bulkhead" to="Props/SwitchPodium/OpenSwitch" method="enable"]
|
||||
[connection signal="activated" from="Props/SwitchPodium/OpenSwitch" to="Props/Bulkhead" method="toggle"]
|
||||
[connection signal="activated" from="Props/SwitchPodium/OpenSwitch" to="Props/SwitchPodium/OpenSwitch" method="disable"]
|
||||
|
File diff suppressed because one or more lines are too long
@ -137,7 +137,7 @@
|
||||
- [x] tank terminal
|
||||
- [x] tank animations
|
||||
- [ ] control console & launch button
|
||||
- [x] door
|
||||
- [ ] door
|
||||
- [ ] counters
|
||||
- [ ] coffee machine
|
||||
- [ ] [[airlock]] props:
|
||||
@ -166,7 +166,7 @@
|
||||
- [ ] regular desk (0.7x1.2x4.0)
|
||||
- [ ] wraparound desk
|
||||
- [ ] etc
|
||||
- [x] Make sofa cushions separate physics objects
|
||||
- [ ] Make sofa cushions separate physics objects
|
||||
- [x] Object hold UX
|
||||
- [x] holdable object HUD icon
|
||||
- [ ] highlight holdable objects?
|
||||
|
@ -1,11 +1,9 @@
|
||||
---
|
||||
tags:
|
||||
- mechanics
|
||||
---
|
||||
Does nothing on its own, but increases the [[grunk alert]] when activated by a connected component like a [[tripwire]] or [[listener]].
|
||||
|
||||
Will activate if the player tries to remove with the spray beam. Can be safely deactivated & harvested with the [[toothbrush]].
|
||||
|
||||
Will be triggered automatically if it stops getting a pulse signal from a [[heart]]. If it doesn't get a pulse in the first place, it won't trigger. Therefore we can make puzzles without pulses by simply not including a [[heart]] in the network.
|
||||
|
||||
For flavor, maybe screeches or something when activated?
|
||||
For flavor, maybe screeches or something when activated?
|
||||
|
||||
tags: #mechanics
|
@ -1,8 +1,3 @@
|
||||
---
|
||||
tags:
|
||||
- lore
|
||||
- mechanics
|
||||
---
|
||||
A little fucking ghoulie!!!
|
||||
|
||||
Summoned when the [[grunk alert]] maxes out. Hunts down the player and grunkifies 'em.
|
||||
@ -30,4 +25,6 @@ Beasts spawn at every spawn point, all pursuing the player.
|
||||
Unavoidable death. Show cutscene with player grabbed by beast.
|
||||
|
||||
|
||||
The player can reset the alert level to 2 by returning to the safe zone.
|
||||
The player can reset the alert level to 2 by returning to the safe zone.
|
||||
|
||||
tags: #mechanics #lore
|
@ -1,5 +1,3 @@
|
||||
---
|
||||
tags:
|
||||
- mechanics
|
||||
---
|
||||
Dead-man switch. Emits a pulse every few seconds which travels through the relay network to alarms. If an alarm stops receiving a pulse, it triggers automatically.
|
||||
Dead-man switch. Emits a pulse every few seconds which travels through the relay network to alarms. If an alarm stops receiving a pulse, it triggers automatically.
|
||||
|
||||
tags: #mechanics
|
@ -1,11 +1,10 @@
|
||||
---
|
||||
tags:
|
||||
- mechanics
|
||||
---
|
||||
Triggers a connected [[alarm]] when the player makes noise nearby. Noises include:
|
||||
- Jumping
|
||||
- Firing the spray beam
|
||||
- #maybe moving without sneaking?
|
||||
- #maybe using the MP3 player, just for fun
|
||||
|
||||
Grunk can be cleared silently with the [[toothbrush]].
|
||||
Grunk can be cleared silently with the [[toothbrush]].
|
||||
|
||||
|
||||
tags: #mechanics
|
@ -1,8 +1,5 @@
|
||||
---
|
||||
tags:
|
||||
- mechanics
|
||||
- maybe
|
||||
---
|
||||
the lookerrrrrrrr
|
||||
|
||||
A camera basically. If it sees the player it will trigger a connected [[alarm]].
|
||||
A camera basically. If it sees the player it will trigger a connected [[alarm]].
|
||||
|
||||
tags: #mechanics
|
@ -1,11 +1,9 @@
|
||||
---
|
||||
tags:
|
||||
- mechanics
|
||||
---
|
||||
Mechanical devices which can be used to control various things, e.g. bulkheads. Disabled when covered in grunk.
|
||||
|
||||
Associated with [[color_palette]]:
|
||||
- Mechanisms which are disabled due to grunk (but can be enabled) should glow DANGER RED.
|
||||
- Mechanisms which have been cleaned off should glow SUCCESS GREEN.
|
||||
- Should make a distinct sound upon becoming clean enough to use.
|
||||
- Mechanisms which are disabled after a one-time use should not glow with any color.
|
||||
- Mechanisms which are disabled after a one-time use should not glow with any color.
|
||||
|
||||
tags: #mechanics
|
@ -1,7 +1,5 @@
|
||||
---
|
||||
tags:
|
||||
- mechanics
|
||||
---
|
||||
Rebroadcasts trigger and pulse signals. The backbone "connection" of grunk component networks.
|
||||
|
||||
Visually these should light up when passing along a signal, with red to indicate trigger signals & cyan to indicate pulse.
|
||||
|
||||
tags: #mechanics
|
@ -1,7 +1,5 @@
|
||||
---
|
||||
tags:
|
||||
- mechanics
|
||||
---
|
||||
You can illuminate dark areas by cleaning grunk off of light fixtures!
|
||||
|
||||
This is indicated to the player with a brighter "glowing" grunk material.
|
||||
This is indicated to the player with a brighter "glowing" grunk material.
|
||||
|
||||
tags: #mechanics
|
@ -1,5 +1,3 @@
|
||||
---
|
||||
tags:
|
||||
- equipment
|
||||
---
|
||||
Power-washer for removing [[grunk]].
|
||||
Power-washer for removing [[grunk]].
|
||||
|
||||
tags: #equipment
|
@ -1,11 +1,9 @@
|
||||
---
|
||||
tags:
|
||||
- equipment
|
||||
---
|
||||
Removes a very small amount of grunk, _very slowly_. Comically inferior to the spray beam.
|
||||
|
||||
Advantages over the beam:
|
||||
- Does not trigger [[listener]]
|
||||
- Does not trigger [[alarm]]
|
||||
|
||||
#lore: officially the _Advanced Grunk Reticulation System_
|
||||
#lore: officially the _Advanced Grunk Reticulation System_
|
||||
|
||||
tags: #equipment
|
@ -1,5 +1,3 @@
|
||||
---
|
||||
tags:
|
||||
- mechanics
|
||||
---
|
||||
The most basic grunk mechanic. Emits a trigger signal when destroyed, setting off any connected [alarms](alarm).
|
||||
The most basic grunk mechanic. Emits a trigger signal when destroyed, setting off any connected [alarms](alarm).
|
||||
|
||||
tags: #mechanics
|
@ -1,6 +1,3 @@
|
||||
---
|
||||
tags:
|
||||
- mechanics
|
||||
- maybe
|
||||
---
|
||||
Triggers a connected [[alarm]] when touched or stepped on by the player.
|
||||
Triggers a connected [[alarm]] when touched or stepped on by the player.
|
||||
|
||||
tags: #mechanics
|
||||
|
Loading…
x
Reference in New Issue
Block a user