Commit graph

20 commits

Author SHA1 Message Date
352ab75841 STRINGS for easier text management 2026-05-17 23:02:21 +01:00
c3d8ff6989 Squashed commit 2026-05-17 19:20:58 +01:00
fae69c4816 Add virtua hand lighting up floor buttons!
- hand sweeps down the button panel at game start
- button panel now spawns its floor buttons procedurally via button_panel.gd
- elevator_panel waits for the new intro_finished signal before starting floor 1
- removes the stray ShaftStrip from hud.tscn
- cleaned up timing but henry will probably want to tune further
2026-05-16 19:31:39 +01:00
54067d2087 Add muzak, muffled screams, virtua hand 2026-05-16 16:15:50 +01:00
ced705d9c5 SILLY RTOBOT 2026-05-12 20:50:05 +01:00
807ad50046 Squeaking in! 2026-05-12 19:11:04 +01:00
0b6d121986 pulse node, shaft strip, constantify, etc. 2026-05-12 19:10:15 +01:00
e216364ec1 Tidy UP! 2026-05-10 23:56:09 +01:00
7ce2863cfd Animate doors! 2026-05-10 23:04:55 +01:00
db9b6df51f Scale difficulty per floor and reset robot each floor 2026-05-10 20:43:17 +01:00
9dd2546613 Hook up robot + perfect-block stun + moving block zone! 2026-05-10 20:07:49 +01:00
d1c4c1a35d Added title screen and onboarding prompt 2026-05-10 18:48:40 +01:00
6b2065f4b2 Sync survivor spawning with per-floor pacing
Clear runners on each new floor as well
2026-05-10 17:39:55 +01:00
01dc50193c Move sacreams to survivors! 2026-05-10 17:14:31 +01:00
c2f2201c98 Wire elevator panel sfx and randomized chase music
Play SfxOpen on floor start, ding each blocked pulse, and close on the countdown into the next floor
- start a randomized chase track per pulse (avoiding immediate repeats) and fade it out via tween on block or doors closing
- Delay the auto-close after the final survivor by 0.25s so the ding doesn't collide with the close sound!
2026-05-10 16:23:53 +01:00
f2b176c978 Cleanup dead references; update gitignore 2026-05-10 15:20:48 +01:00
150e703d29 Rework elevator gameplay around pulse-blocking and per-floor spawning 2026-05-10 14:54:49 +01:00
684e2ece59 Move game signals to EventBus 🚌 2026-05-09 19:04:33 +01:00
feb467c832 Scoring, floor timer, and hud updates
- Move elevator panel logic out of HUD; HUD now listens for signals to update floor, saved, people, and score labels
- Add scaling rescue threshold that grows as you descend, with bonus points for exceeding it
- Add per-floor timer that triggers a losing when expired
- Add show_loss state on the screen for too-few-people and timeout failures
2026-05-09 15:43:08 +01:00
Henry
7939e77dff Roughly reorganized UI into canvas layers in the game scene for Jennie. 2026-05-09 11:47:45 +01:00