Updated notes

This commit is contained in:
Rob Kelly 2025-08-14 15:34:42 -06:00
parent af575477cf
commit f480638066
15 changed files with 64 additions and 38 deletions

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@ -137,7 +137,7 @@
- [x] tank terminal
- [x] tank animations
- [ ] control console & launch button
- [ ] door
- [x] door
- [ ] counters
- [ ] coffee machine
- [ ] [[airlock]] props:
@ -166,7 +166,7 @@
- [ ] regular desk (0.7x1.2x4.0)
- [ ] wraparound desk
- [ ] etc
- [ ] Make sofa cushions separate physics objects
- [x] Make sofa cushions separate physics objects
- [x] Object hold UX
- [x] holdable object HUD icon
- [ ] highlight holdable objects?

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@ -1,9 +1,11 @@
---
tags:
- mechanics
---
Does nothing on its own, but increases the [[grunk alert]] when activated by a connected component like a [[tripwire]] or [[listener]].
Will activate if the player tries to remove with the spray beam. Can be safely deactivated & harvested with the [[toothbrush]].
Will be triggered automatically if it stops getting a pulse signal from a [[heart]]. If it doesn't get a pulse in the first place, it won't trigger. Therefore we can make puzzles without pulses by simply not including a [[heart]] in the network.
For flavor, maybe screeches or something when activated?
tags: #mechanics
For flavor, maybe screeches or something when activated?

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@ -1,3 +1,8 @@
---
tags:
- lore
- mechanics
---
A little fucking ghoulie!!!
Summoned when the [[grunk alert]] maxes out. Hunts down the player and grunkifies 'em.
@ -25,6 +30,4 @@ Beasts spawn at every spawn point, all pursuing the player.
Unavoidable death. Show cutscene with player grabbed by beast.
The player can reset the alert level to 2 by returning to the safe zone.
tags: #mechanics #lore
The player can reset the alert level to 2 by returning to the safe zone.

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Dead-man switch. Emits a pulse every few seconds which travels through the relay network to alarms. If an alarm stops receiving a pulse, it triggers automatically.
tags: #mechanics
---
tags:
- mechanics
---
Dead-man switch. Emits a pulse every few seconds which travels through the relay network to alarms. If an alarm stops receiving a pulse, it triggers automatically.

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@ -1,10 +1,11 @@
---
tags:
- mechanics
---
Triggers a connected [[alarm]] when the player makes noise nearby. Noises include:
- Jumping
- Firing the spray beam
- #maybe moving without sneaking?
- #maybe using the MP3 player, just for fun
Grunk can be cleared silently with the [[toothbrush]].
tags: #mechanics
Grunk can be cleared silently with the [[toothbrush]].

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@ -1,5 +1,8 @@
---
tags:
- mechanics
- maybe
---
the lookerrrrrrrr
A camera basically. If it sees the player it will trigger a connected [[alarm]].
tags: #mechanics
A camera basically. If it sees the player it will trigger a connected [[alarm]].

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@ -1,9 +1,11 @@
---
tags:
- mechanics
---
Mechanical devices which can be used to control various things, e.g. bulkheads. Disabled when covered in grunk.
Associated with [[color_palette]]:
- Mechanisms which are disabled due to grunk (but can be enabled) should glow DANGER RED.
- Mechanisms which have been cleaned off should glow SUCCESS GREEN.
- Should make a distinct sound upon becoming clean enough to use.
- Mechanisms which are disabled after a one-time use should not glow with any color.
tags: #mechanics
- Mechanisms which are disabled after a one-time use should not glow with any color.

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@ -1,5 +1,7 @@
---
tags:
- mechanics
---
Rebroadcasts trigger and pulse signals. The backbone "connection" of grunk component networks.
Visually these should light up when passing along a signal, with red to indicate trigger signals & cyan to indicate pulse.
tags: #mechanics

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@ -1,5 +1,7 @@
---
tags:
- mechanics
---
You can illuminate dark areas by cleaning grunk off of light fixtures!
This is indicated to the player with a brighter "glowing" grunk material.
tags: #mechanics
This is indicated to the player with a brighter "glowing" grunk material.

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Power-washer for removing [[grunk]].
tags: #equipment
---
tags:
- equipment
---
Power-washer for removing [[grunk]].

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---
tags:
- equipment
---
Removes a very small amount of grunk, _very slowly_. Comically inferior to the spray beam.
Advantages over the beam:
- Does not trigger [[listener]]
- Does not trigger [[alarm]]
#lore: officially the _Advanced Grunk Reticulation System_
tags: #equipment
#lore: officially the _Advanced Grunk Reticulation System_

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The most basic grunk mechanic. Emits a trigger signal when destroyed, setting off any connected [alarms](alarm).
tags: #mechanics
---
tags:
- mechanics
---
The most basic grunk mechanic. Emits a trigger signal when destroyed, setting off any connected [alarms](alarm).

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Triggers a connected [[alarm]] when touched or stepped on by the player.
tags: #mechanics
---
tags:
- mechanics
- maybe
---
Triggers a connected [[alarm]] when touched or stepped on by the player.