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2022-09-12Allow dynamic character materialMalfurious3-0/+15
This will enable selection between the friendly (default) and enemy material to apply to any given player model for prototyping purposes. Signed-off-by: Malfurious <m@lfurio.us>
2022-09-09Ignore Blender backup filesMalfurious2-0/+3
Signed-off-by: Malfurious <m@lfurio.us>
2022-09-09Ignore test map blendfile directory in the engineMalfurious1-0/+0
Imports for these files do not need to be generated. Alot of the resources also exist under the map's asset directory. Add this gdignore until the folder is better organized. Signed-off-by: Malfurious <m@lfurio.us>
2022-09-08Merge tag 'pull-first-map-design' of https://normalmode.org/mika/project-sMalfurious191-11/+44915
Add generic testing map * tag 'pull-first-map-design' of https://normalmode.org/mika/project-s: Add generic testing map
2022-08-27Add generic testing mapmikatomik191-11/+44915
Initial version of shipyard map implemented for testing. Base_char mesh and goo-gun meshes property "use in baked light" set to true during experiment with GI probes for global illumination. Label added to view model to display in-game FPS. Main camera "far" property turned up to 500 so the whole map can be drawn. General purpose liquid shader added for use as water in shipyard_map. World default environment updated for visual quality. Shader_Compiler.gd implemented to combat stuttering when compiling shaders on the fly. This may be obsolete with the release of Godot 3.5 that introduced async compilation. Signed-off-by: mikatomik <mikec_2007@hotmail.com>
2022-07-22Merge branch 'weapon-behavior'Malfurious7-4/+92
Implements the basics for the Goo Gun primary fire * weapon-behavior: Despawn bullets on collision with another physics body Tweak Goo Gun bullet physics to better mimic reference weapon Implement Goo Gun primary fire Add bullet / ink pellet object for Goo Gun
2022-07-22Despawn bullets on collision with another physics bodyMalfurious2-1/+11
Signed-off-by: Malfurious <m@lfurio.us>
2022-07-22Tweak Goo Gun bullet physics to better mimic reference weaponMalfurious2-2/+4
Signed-off-by: Malfurious <m@lfurio.us>
2022-07-22Implement Goo Gun primary fireMalfurious5-4/+62
Signed-off-by: Malfurious <m@lfurio.us>
2022-07-22Add bullet / ink pellet object for Goo GunMalfurious1-0/+18
Signed-off-by: Malfurious <m@lfurio.us>
2022-07-17Merge branch 'initial-character-behavior'Malfurious10-3/+285
* initial-character-behavior: Add view model implementing character movement Define basic key bindings Add placeholder character object Add generic weapon
2022-07-17Add view model implementing character movementMalfurious3-3/+83
Basic movement and mouse aim is implemented. The view model is added to DevPlane (replacing the static camera) for testing. Signed-off-by: Malfurious <m@lfurio.us>
2022-07-17Define basic key bindingsMalfurious1-0/+115
In Splatoon, a player's kit includes a main weapon, sub weapon, and a special weapon. We may prefer the terms: weapon, ability, and ultimate, respectively. The current intent behind each of the bindings is as follows: - fire: trigger main weapon - altfire: movement (swim) or scope-in if applicable to the main weapon - WASD: self explanatory - movement: swim, move fast and in stealth while on controlled turf - ability 1: sub weapon - ability 2: special weapon - ping: "Booyah!" / "this way" - info: view map / scoreboard Signed-off-by: Malfurious <m@lfurio.us>
2022-07-17Add placeholder character objectMalfurious3-0/+35
Signed-off-by: Malfurious <m@lfurio.us>
2022-07-17Add generic weaponMalfurious3-0/+52
Gun is modeled (crudely) after a version of the Splatoon Splattershot. Signed-off-by: Malfurious <m@lfurio.us>
2022-07-16Add UNLICENSE textMalfurious1-0/+24
Signed-off-by: Malfurious <m@lfurio.us>
2022-07-16Add bare-bones testing map: DevPlaneMalfurious4-0/+113
Signed-off-by: Malfurious <m@lfurio.us>
2022-07-16Set game description and base resolutionMalfurious1-0/+7
Signed-off-by: Malfurious <m@lfurio.us>
2022-07-16Commit default Godot project structureMalfurious4-0/+64
Signed-off-by: Malfurious <m@lfurio.us>
2022-07-16Ignore Godot engine filesMalfurious1-0/+11
Taken from https://github.com/github/gitignore/blob/main/Godot.gitignore Signed-off-by: Malfurious <m@lfurio.us>
2022-07-16Add .gitattributes per Godot recommendationsMalfurious1-0/+2
The editor reportedly prefers to save files with UNIX line endings. This is in conflict with Git for Windows' tendency to default core.autocrlf to true. For a more consistent editing experience, checkout all text files as EOL = LF. See these discussions for more details: https://github.com/godotengine/godot/pull/42447 https://github.com/godotengine/godot-proposals/issues/897 Signed-off-by: Malfurious <m@lfurio.us>