Commit graph

25 commits

Author SHA1 Message Date
ec958717b1 Add end screen! It’s beautiful! 2026-05-10 17:17:18 +01:00
01dc50193c Move sacreams to survivors! 2026-05-10 17:14:31 +01:00
2b66f20365 Fix merge issues 2026-05-10 16:33:51 +01:00
764ca6411a Merge branch 'master' of https://git.ghostguild.org/henry/tojam20-elevator 2026-05-10 16:24:23 +01:00
51e9a28c0c Update main scene 2026-05-10 16:24:18 +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
Henry
9420d1b5c0 Merge branch 'master' of https://git.ghostguild.org/henry/tojam20-elevator 2026-05-10 16:23:19 +01:00
3bf436b7d2 Add sfx node 2026-05-10 16:22:45 +01:00
Henry
7060f2f9a1 Updated survivor artwork and collision 2026-05-10 16:22:22 +01:00
e7f8729298 Add new chase audio files 2026-05-10 16:20:46 +01:00
f2b176c978 Cleanup dead references; update gitignore 2026-05-10 15:20:48 +01:00
0bf60b7363 Ignore my scratchings! 2026-05-10 15:02:58 +01:00
150e703d29 Rework elevator gameplay around pulse-blocking and per-floor spawning 2026-05-10 14:54:49 +01:00
Henry
a95eaa4dfb Stabelized survivor spawning. 2026-05-10 14:39:15 +01:00
Henry
0b47cc7b38 My version of spawning…spawns too many survivors! 2026-05-10 13:52:23 +01:00
Henry
ecd79e66e3 Added survivor detection of entering the elevator. 2026-05-09 19:40:51 +01:00
Henry
d914608980 Added ceiling tile sprite and accompanying scenes; updated construction 2026-05-09 19:29:32 +01:00
684e2ece59 Move game signals to EventBus 🚌 2026-05-09 19:04:33 +01:00
Henry
eb6f24a389 Added global event bus 2026-05-09 17:13:25 +01:00
Henry
e98ba4ef27 Rebuilt hallway meshes and added floor and wall sprites. 2026-05-09 16:45:13 +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
Henry
f8fdeff2d6 Reststuctured folders; basic survivor movement 2026-05-09 11:04:30 +01:00
164d0f76be Add HUD scene with elevator hack timing minigame
- elevator panel w/ a screen and close button
- screen.gd timing minigame: sweep line bounces across a shrinking target zone
- hud wiring to move down floors on successful hacks, countdown/win states, and speed up AI on misses
2026-05-08 21:38:53 +01:00
Henry
d0c9fe4fc0 Initial godot setup with billboarding experiment. 2026-05-08 14:34:48 +01:00