Commit Graph
25 Commits
Author SHA1 Message Date
Nicholas Butzke 922983429e big 2026-08-02 02:20:02 -04:00
Nicholas ButzkeandClaude Opus 5 2efc21b18d feat(menu): PLAY is one press, and the level cards are photographs
Reaching a game was Singleplayer → pick a level. Reaching a multiplayer game
was Multiplayer → Host Game → wait → pick a level → wait, and the gamemode
dropdown had exactly one entry which set a string nothing read.

PLAY now starts the last map and mode played, and says which — "Akiba Crossing
• Deathmatch" under the button, so pressing it is a promise rather than a leap.
Everything else on the home screen is a detour from that, which is the right
shape for a menu: the common case is a button, not a path. Hosting is one press
and lands in the lobby already hosting; the lobby puts map, mode, players and
start on ONE screen; Enter connects, so typing an address does not then require
reaching for the mouse.

This is the lesson HoYoverse published about Zenless Zone Zero's first months
more loudly than anything else they have written. Their postmortem on the TV
mode names three complaints — it took too long, it sat between the player and
the combat, and there was too much of it early — and 1.2 removed it from the
story entirely rather than shortening it. Time spent BEFORE the thing the
player came for is not neutral, it is a cost.

The cards were a two-stop gradient generated from two colours in a meta file,
whose hover state was `use_hdr = true` — not a visible change on any of them.
They are photographs now, shot by debug/map_preview_capture.gd, which took
three attempts to get right and each attempt is a comment in the file:

  - framing each map from OUTSIDE by merging every VisualInstance3D's AABB
    produced five tiny dioramas floating on a table, and one solid black
    rectangle. That is a minimap, and a minimap is not a photograph.
  - standing at a spawn point fixed three maps and left two black: fps_blockout
    is genuinely dark and most of its spawns face an unlit wall, and
    procedural_arena builds its geometry at runtime so no fixed offset is
    reliably inside it.
  - so the tool now RENDERS several vantages and scores each result — mean
    luminance times its standard deviation, because brightness alone picks the
    empty sky and variance alone picks a high-contrast corner of a dark room.
    Their product picks a photograph. A black rectangle passes any check that
    only asks whether the camera ended up somewhere sensible.

Also fixed, and caught by looking at the screenshot: the selected mode chip was
unreadable. Its glyph is ink on volt, and the theme gave every button a 5 px INK
outline — an ink glyph inside an ink outline is not outlined, it is five pixels
fatter, and on a small chip that is a solid blob. Button labels now carry no
outline at all, which is the same reasoning debug/ui_contrast_check.gd already
encodes: an outline separates a glyph from a backdrop it cannot beat alone, and
a label on a solid chip does not have that problem. The chips keep their heavy
ink border, so nothing about the drawn look changes.

`current_gamemode` is normalised on the way in, because it used to hold a
display string and six callers still pass one. An unrecognised id compares
unequal to GameMode.GUN_GAME and would silently disable that mode's weapon
issuing — half a mode is worse than none.

The menu's background character is the player's OWN skin holding their weapon,
rather than the box-and-capsule mannequin that stood there before.

spawn smoke 0, game modes 30/30, movement 11/11, contrast 108/108, HUD layout
PASS, weapon holds 0, dances 0.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-28 12:40:50 -04:00
Nicholas ButzkeandClaude Opus 5 986179854d feat(modes): matches now end, and something is at stake when they do
There was a string — `current_gamemode`, always "Deathmatch" — an OptionButton
with one entry in it, and a five-minute timer that counted to zero, set
`match_active = false`, and did nothing else. No winner was declared, no summary
appeared, the clock froze at 00:00, and players carried on shooting each other
in a match that had stopped counting. Nothing was tracked beyond a running kill
count. A match did not end so much as stop mattering, and everything a player
does in the last minute only matters if there is a last minute.

globals/game_mode.gd answers the three questions a mode has to answer — how you
score, when it ends, who won — for three modes:

  Deathmatch        25 frags or 10 minutes.
  Team Deathmatch   two squads to 50, teams balanced by COUNT on join (a 4v4
                    that loses three from one side must refill the short side;
                    round-robin on join order leaves it 4v1 forever), friendly
                    fire off and enforced on the server before damage is even
                    broadcast — a mode where the damage lands but the kill does
                    not count is worse than either.
  Gun Game          every kill promotes you a rung and swaps your weapon. The
                    score IS the rung and the limit IS the ladder's length, so
                    finishing the ladder and reaching the score limit are the
                    same event and only one win condition exists.

`check_win` is a pure function of the stats and the clock, deliberately, because
a win condition that can only be exercised by playing a whole match is one
nobody tests — and the previous one never was. debug/game_mode_check.gd runs 30
cases over it: a tie is a DRAW rather than a win for whoever came first out of
the dictionary; a team match is decided on the TEAM's total, which a per-player
check never reaches; every ladder rung names a weapon that exists, or that rung
softlocks the mode; and promoting past the top clamps, because the winning kill
promotes before the match-end RPC lands.

Tracking now covers score, team, current streak, best streak and ladder rung.
Score and kills are separate numbers because in Gun Game they coincide and in
anything with an objective they would not. The scoreboard ranks by score, shows
the mode's own noun for it, and puts the limit on the top line — a win condition
players cannot see is one they cannot play toward.

ui/match_summary.gd gives the ending somewhere to happen: who won, WHY (time and
frag limit are different stories about the same scoreline), team totals, full
standings, and a way out that is not alt-F4. Play Again is host-only on a server.

Three bugs found on the way, all of which only became bugs once matches could
actually end: loading a level reset the clock but not the scores, so the second
match on a server would have ended on its first kill; `.rpc()` on an offline
peer does not call locally, so singleplayer had no killfeed and no stat sync at
all; and a rocket already in the air at the whistle could change the result
after the summary was on screen.

spawn smoke 0, game modes 30/30, movement 11/11.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-28 12:28:32 -04:00
Nicholas ButzkeandClaude Fable 5 a51595e3b9 feat: material-aware sound occlusion + early reflections for localization
New Acoustics system (globals/acoustics.gd):
- Occlusion: rays from listener to source collect up to 3 occluding bodies;
  each surface's material adds transmission loss and lowers the lowpass
  cutoff. A gunshot through wood stays warm (-8dB, 1.4kHz), brick muffles
  hard (-15dB, 600Hz), concrete harder (-18dB, 450Hz), metal keeps more
  highs (-11dB, 1kHz), glass barely muffles (-5dB, 2.6kHz). Applied via
  each AudioStreamPlayer3D's attenuation filter.
- Early reflections: loud sounds (gunfire, explosions) probe 8 directions
  for nearby walls; each close surface plays a quiet, delayed (path/343ms),
  material-filtered copy from the mirror point — shots audibly slap back
  off structures so players can triangulate. Sub-30ms echoes are skipped
  (they perceptually merge with the direct sound).
- Surface classification: builder-set acoustic_material meta -> node-name
  keywords -> metallic-material inference -> concrete default; cached.

Integration:
- AudioManager.play_3d applies occlusion at fire time and re-filters all
  playing positional sounds every 0.12s (walking behind a wall mid-sound
  audibly muffles it); flight loops opt in via "acoustic_occluded" group
- Remote players' gunshots were entirely SILENT — rpc_play_fire_effects now
  plays the right weapon's shot at the shooter's position, occluded and
  reflected like everything else
- Remote players' footsteps were also silent — now positional + occluded,
  cadence scaled to their speed
- Test level tagged: brick arena walls, wooden platforms/obstacles, metal
  wall-run corridor/rails/dash platforms; dust2 sandstone reads as brick

Tests: debug/acoustics_test.gd (12 checks: per-material loss ordering,
multi-wall stacking, reflection delay/filter, name classification) — all
pass; movement 11/11; smoke 0 failures.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 23:48:38 -04:00
Nicholas ButzkeandClaude Fable 5 6c8b0ddd28 feat: cel-shaded look & feel overhaul — real audio, comic UI, themed VFX
Audio (all CC0 — Kenney packs + OpenGameArt, see assets/sounds/SOURCES.md):
- Replace every procedural synth WAV with forged sounds (ffmpeg pitch/layer
  mixes): distinct fire sounds per weapon with 2-3 variations, explosions,
  footsteps x5, land/jump/dash/vault, knife swing, hit/kill confirms,
  bullet impacts, reload, flight loops, UI hover/click/confirm/error,
  match jingles, menu music
- AudioManager.stream_for(): AudioStreamRandomizer per sound id — every
  weapon now gets variation + pitch randomization on each shot
- Explosions and bullet impacts play positional audio; landing has its own
  sound instead of a pitched footstep; ambient wind bed on every map

Visuals:
- ExplosionVFX: shared cel-shaded burst (white-hot stepped core, ink
  shockwave ring, star spikes, flat smoke puffs) replaces the orange
  sphere in both local and remote-replay paths
- Comic star muzzle flashes on all weapons; unified cel tracer bolts with
  ink outlines across hitscan/shotgun/remote paths
- Impact decals: hard-stepped ink-splat gradients instead of soft airbrush
- Toon shading on first-person view models + arms, third-person weapons,
  and the procedural humanoid fallback (no hull outlines on FBX weapons —
  their hard normals tear the inverted hull)
- Fix: giant soft "blob" highlight on floors — toon rim/specular disabled
  on level-geometry materials (pre-existing artifact since the cel commit)
- Fix: own third-person weapon rendered into the first-person camera
  (shadows-only now covers first_person_mode)

UI:
- UITheme: comic theme on the root window — Bangers display font (OFL),
  paper panels with thick ink borders + hard drop shadows, papaya accent,
  themed buttons/inputs/popups; hover/click sounds on all menu buttons
- Main menu: tilted comic wordmark, sunset toon diorama, looping menu music
- Match HUD: themed scoreboard/killfeed/kill counter

Viewports:
- 4x MSAA project-wide + viewmodel/diorama viewports (crisp ink lines)
- Viewmodel camera near plane 0.01; third-person camera FOV syncs settings
- debug/visual_capture.gd: dev tool to screenshot menu + level for review

Verified: 11/11 movement tests, spawn smoke test 0 failures, before/after
screenshot comparison of menu and level.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 18:15:42 -04:00
Nicholas ButzkeandClaude Opus 4.8 c4a538a469 chore: add miku_test skin textures and script .uid files
Godot import artifacts that pair with already-committed assets:
- miku_test_Image_0..3.png: textures extracted from miku_test.glb on import
- .uid files for spawn_smoke_test.gd and audio_manager.gd

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-07 01:31:52 -04:00
Nicholas ButzkeandClaude Fable 5 d05477c135 feat: Sketchfab-to-game character pipeline, FP/TP animated views, client-auth netcode, audio system
Character pipeline (tools/):
- sketchfab_import.py: search/download via Sketchfab Download API with
  license/attribution tracking (SKETCHFAB_API_TOKEN)
- autorig.py: headless Blender auto-rig — fits a Mixamo-named skeleton
  to unrigged humanoids, binds automatic weights
- merge_animations.py: merges the shared Mixamo-skeleton animation
  library onto any rigged character, strips root motion, canonical names
- pipeline.py: one command chains download -> rig -> animate -> register

In-game skin system:
- SkinManager autoload reads skins.json (auto-written by the pipeline)
- SkinnedPlayerModel rewritten: canonical clips with fallback chains,
  blend times, speed-scaled locomotion, weapon bone attachment
- First-person: full animated body for the owner, head hidden via
  SkeletonModifier3D; third-person: full model for other players
- Skin selector in main menu; skin id synced in multiplayer
- Fixed GLBLoader crash (GLTFDocument.get_animation_count doesn't exist)

Multiplayer sync overhaul:
- Movement is now client-authoritative: the owning peer simulates
  locally (no input round-trip), server keeps health/kills/death
- Remote players interpolate synced_position/velocity with
  extrapolation and snap-on-teleport
- Knockback/impulses routed to the simulating peer

Audio:
- AudioManager autoload: SFX/Weapons/Footsteps/UI/Music buses, pooled
  3D players, variation + pitch randomization, auto-registration from
  assets/sounds

Docs: 3D_ASSET_PIPELINE.md rewritten end-to-end, new ASSET_SOURCES.md
(non-procedural animation/map/sound sources) and SOUND_DESIGN.md.
Verified with debug/spawn_smoke_test.gd (headless: 24/24 checks pass).

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-06 02:28:58 -04:00
DottsGit 5e4507ab24 feat: implement pause menu system with loadout and settings configuration management 2026-06-10 21:08:01 -04:00
DottsGit ed973c3b3b feat: implement persistent settings manager, add character movement controller, and create FPS map blockout scene 2026-06-09 20:10:12 -04:00
DottsGit 4bb867a6f2 feat: implement plasma gun and rocket swarm mechanics along with various 3D asset imports 2026-06-07 18:23:47 -04:00
DottsGit acfb8bca16 feat: implement network manager, pause menu, and export configuration for project deployment 2026-06-06 14:33:43 -04:00
DottsGit 9adbff3968 feat: implement multiplayer network manager and player movement controller with base game entities and UI 2026-06-06 14:03:57 -04:00
DottsGit 168bd8f1ce feat: implement networked match HUD with real-time scoreboard and killfeed systems 2026-06-06 13:49:12 -04:00
DottsGit aefed46daf feat: adding basic multiplayer 2026-06-06 13:28:43 -04:00
DottsGit 18b8b3ee99 feat: added the knife 2026-06-06 02:22:27 -04:00
DottsGit 27460be0ea fix: scoping 2026-06-06 02:03:05 -04:00
DottsGit d784045214 feat: added audio settings 2026-06-06 01:26:51 -04:00
DottsGit e41e64de78 feat: pause menu is just now menu and does not pause 2026-06-06 01:11:38 -04:00
DottsGit 6dceab46db feat: fps counter and limiter 2026-06-06 01:06:43 -04:00
DottsGit 33f5c7cb82 feat: added advanced settings for showing player movement debug and settings for mouse sensistivity 2026-06-06 00:51:53 -04:00
DottsGit ecefeb9f7e feat: added grapple mechanic 2026-06-05 02:05:07 -04:00
DottsGit e6a2199777 feat: implement weapon system, loadout manager, and specialized projectile behaviors with associated assets 2026-06-04 18:14:50 -04:00
DottsGit 1ccc66a601 feat: add plasma gun weapon implementation and new pause menu system with loadout management 2026-06-04 17:06:50 -04:00
DottsGit 02c6caa0d6 feat: implement pause menu with loadout management and rebindable input settings 2026-06-04 11:33:10 -04:00
DottsGit 8eea7d6e36 feat: implement loadout management system, interactive pause menu, and weapon slot switching functionality 2026-06-04 09:12:16 -04:00