082027088a
Shrink block zone 😈
2026-05-10 20:09:39 +01:00
9dd2546613
Hook up robot + perfect-block stun + moving block zone!
2026-05-10 20:07:49 +01:00
1d6b5c35ca
Add escape-to-pause
2026-05-10 19:41:03 +01:00
Henry
f6d66e0101
Merge branch 'master' of https://git.ghostguild.org/henry/tojam20-elevator
2026-05-10 19:28:42 +01:00
Henry
7d11dff160
Added robot and basic movement - NOTE robot is not spawning! Placeholder
2026-05-10 19:28:28 +01:00
d286bdf31e
Trail ghosts
2026-05-10 19:26:36 +01:00
d1c4c1a35d
Added title screen and onboarding prompt
2026-05-10 18:48:40 +01:00
89c811473b
Make end screen look a little better
2026-05-10 18:14:10 +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
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