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639c11ad9c |
@@ -17,3 +17,4 @@ osu!/
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.env
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.env.gitea
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*.uid
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+15
-1
@@ -22,4 +22,18 @@ When prompting an AI about this project, include:
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- Flag any Godot 3 vs 4 API differences (e.g., `move_and_slide()` behavior, signal typing).
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- If a request needs multiple scenes, describe the scene hierarchy before showing code.
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Read `ARCHITECTURE.md` for system boundaries and data flow expectations.
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## Handling Ambiguity & Assumptions (Crucial!)
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When a request is ambiguous, incomplete, or requires knowledge outside the scope of the provided documents:
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1. **DO NOT guess.** Do not write code based on assumptions you cannot validate.
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2. **Acknowledge the Gap:** Explicitly state what information is missing or unclear (e.g., "The current architecture does not specify how \`WaveRunner\` handles player death.").
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3. **Propose Assumptions:** If a concrete implementation path *must* be shown, list all assumptions made clearly before writing code. Use a dedicated section like:
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\`\`\`markdown
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**[ASSUMPTIONS MADE]**
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1. We assume that the \`PlayerStats\` Resource is accessible from the global scope.
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2. We are assuming the signal for enemy death will be named \`mob_killed\`.
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\`\`\`
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This ensures that the final code provided by AI can be reviewed against project reality before integration.
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+10
-10
@@ -1,4 +1,4 @@
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Here is a practical phase plan for **YeetGeese**, a first-person tower defense game where the main weapon is thrown geese, built in **Godot 4**. I’m assuming the core fantasy is: the player is in a 3D arena, enemies approach, and the player throws geese either as projectiles, temporary turrets, or both. The plan below is structured so you can build a small playable prototype first, then expand into a full indie game.
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Here is a practical phase plan for **YeetGeese**, an over-the-shoulder third-person tower defense game where the main weapon is thrown geese, built in **Godot 4**. I’m assuming the core fantasy is: the player is in a 3D arena, enemies approach, and the player throws geese either as projectiles, temporary turrets, or both. The plan below is structured so you can build a small playable prototype first, then expand into a full indie game.
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---
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@@ -103,14 +103,14 @@ Here is a practical phase plan for **YeetGeese**, a first-person tower defense g
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---
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# Phase 1: Core Playable Prototype
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**Goal:** Prove that throwing geese at enemies in a first-person tower defense arena is fun.
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**Goal:** Prove that throwing geese at enemies in an over-the-shoulder third-person tower defense arena is fun.
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This is the most important phase. Do not focus on art yet. Use greybox shapes and placeholder audio.
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## Core Systems to Build
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### 1. First-Person Player Controller
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Create a first-person controller using Godot’s `CharacterBody3D`.
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### 1. Third-Person Player Controller
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Create an over-the-shoulder third-person player controller using Godot’s `CharacterBody3D`.
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Basic structure:
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```text
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@@ -273,7 +273,7 @@ A single playable scene where the player can:
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# Phase 2: Tower Defense Core Systems
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**Goal:** Turn the prototype into a real tower defense game by adding towers, upgrades, enemy variety, and a more complete loop.
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This phase is where YeetGeese becomes its own genre hybrid: first-person action + tower defense strategy.
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This phase is where YeetGeese becomes its own genre hybrid: third-person action + tower defense strategy.
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## Design Decision: How Do Geese Function as Towers?
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@@ -527,7 +527,7 @@ Enemies attack the player directly.
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Pros:
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- Simple.
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- Feels first-person.
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- Feels third-person.
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Cons:
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- Less tower defense feel.
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@@ -710,7 +710,7 @@ Audio mixing:
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- UI sounds should be subtle.
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## Performance Goals
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For a first-person 3D indie game, aim for:
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For a third-person 3D indie game, aim for:
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- 60 FPS on mid-range PC.
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- 30 FPS minimum on low-end PC.
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- Stable frame time.
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@@ -1006,7 +1006,7 @@ Prepare:
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- Tags:
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- Indie.
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- Tower Defense.
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- First-Person.
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- Third-Person.
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- Action.
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- Strategy.
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- Funny.
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@@ -1312,7 +1312,7 @@ For a tighter indie scope, the full project could be around **6–12 months part
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- Keep the MVP small.
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- Cut anything that is not core to “thrown geese.”
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## 2. First-Person + Tower Defense Confusion
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## 2. Third-Person vs. Tower Defense Confusion
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**Risk:** Players do not understand whether this is a shooter, platformer, or tower defense.
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**Solution:**
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@@ -1397,7 +1397,7 @@ If you want a very concrete start, do this for two weeks.
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- Create simple greybox arena.
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## Days 4–7: Player + Goose
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- Build first-person controller.
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- Build third-person player controller.
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- Add mouse look.
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- Add throw input.
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- Create goose projectile.
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@@ -0,0 +1,22 @@
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# 🚀 YeetGeese - Phase 0 Design Summary
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**Genre:** Third-Person Over-the-Shoulder Tower Defense
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**Core Fantasy:** A lone defender in a farm arena, utilizing powerful projectile geese to defend their base from waves of approaching enemies. The goal is simple but satisfying: yeet and survive!
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## 🦢 Core Loop
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Enemies spawn → Player maneuvers & aims → **Yeets Goose** (Damage/Stun) → Currency collected (Feathers) → Player upgrades defenses/geese → Wave ends → Repeat with increased difficulty.
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## 🎯 Minimum Viable Product (MVP) Scope
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| Feature | Detail | Status |
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| :--- | :--- | :--- |
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| **Arena** | Single, open 3D farm arena. | Defined |
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| **Player** | Third-person controller (WASD + Mouse Look). Basic Health System. | Defined |
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| **Weapon** | One basic Goose projectile (medium damage, spinning, self-lifetime). | Defined |
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| **Enemies** | Two types: **Pigs** (Slow/Tank) & **Chickens** (Fast/Skirmisher). | Defined |
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| **Progression** | 5 Waves total. Basic economy (Feathers collected from kills). | Defined |
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| **UI/Win/Loss** | Health bar, Feather Count, Wave Counter. Win: Survive 5 waves. Loss: Player HP $\le$ 0. | Defined |
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## ⚙️ Technical Foundation
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* **Engine:** Godot 4.x (3D, Forward+).
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* **Architecture:** Utilize autoloads (`GameState`, `EventBus`, etc.) to manage state centrally and decouple systems.
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* **Key Systems:** Input mapping (Movement, Aim, Throw), defined collision layers (Environment, Player, Enemy, Goose, Currency).
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@@ -0,0 +1,134 @@
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# YeetGeese - Design Document
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## Game Concept
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**YeetGeese** is an over-the-shoulder third-person tower defense game where the player defends a base by throwing geese as powerful projectiles. The core fantasy is absurdly simple but deeply satisfying: enemies approach your objective, and you yeet geese at them to stop them.
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---
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## Core Fantasy
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> *"I am alone in a 3D farm arena, viewed from behind my shoulders. Farm animals march toward my base. I aim with mouse, throw with a click, and watch geese crash into foes with satisfying honks, spins, and impact. Each throw feels powerful and purposeful."*
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- **Player**: A lone defender in over-the-shoulder third-person
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- **Weapon**: Throwable geese that act as both projectiles and temporary turrets
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- **Objective**: Protect the base from waves of approaching farm animals (Pigs, Chickens)
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- **Juice**: Every goose hit produces satisfying feedback (honks, feathers, screen shake)
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---
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## Core Loop
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```
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[ENEMIES SPAWN] → [PLAYER MOVES & AIMS] → [YEET GEESE] →
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[GEESE DAMAGE/DISTRACT ENEMIES] → [CURRENCY COLLECTED] →
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[BUY UPGRADES/NEW GEESE] → [WAVE COMPLETE?] → [NEXT WAVE (HARDER)]
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```
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### Breakdown:
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1. **Enemies spawn** at designated points and march toward the base
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2. **Player moves** through the arena in third-person, positioning for optimal throws
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3. **Player aims and yeets geese** using mouse look and click
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4. **Geese impact enemies**, dealing damage or causing knockback/stun
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5. **Currency drops** (feathers) from defeated enemies
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6. **Player spends currency** on upgrades or new goose types
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7. **Wave ends** when all enemies are eliminated
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8. **Next wave begins**, with more/enemy variety/difficulty
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---
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## MVP Scope
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### One Arena
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- Simple, open arena with clear spawn and base zones
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- Neutral terrain allowing free movement
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### One Player Controller
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- **Player Controller**: Over-the-shoulder third-person view (WASD + mouse look, throw input)
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- **Basic health system**
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### One Goose Type
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- **Basic Goose**: Standard projectile goose
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- Medium damage, standard speed
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- Spins on throw
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- Flees after impact or short lifetime
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### Two Enemy Types
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1. **Pig** (formerly Grunt) – Slow, low health, standard damage (meat shield)
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2. **Chicken** (formerly Runner) – Fast, low health, reaches base quickly
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### Five Waves
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| Wave | Enemies | Description |
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|------|-----------------------------------|---------------------------------|
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| 1 | 3 Pigs | Tutorial wave |
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| 2 | 5 Pigs | Slight increase |
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| 3 | 4 Pigs + 2 Chickens | Introduction of speed |
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| 4 | 6 Mixed (Pig/Chicken) | Mix of both types |
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| 5 | Boss wave: Oinker Boss | Large, high-health farm animal |
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### Basic Economy
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- **Starting currency**: 100 feathers
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- **Enemy drop**: 5–10 feathers per kill
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- **Goose cost**: Free for first type
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- **Upgrade/shop unlock**: Every 10 kills unlocks new goose slot
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### Basic UI
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- Top-left: Health bar, feather count
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- Top-right: Wave number
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- Pause menu (Escape)
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- Game over / Victory screens
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### Win/Lose Conditions
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- **Win**: Survive all 5 waves
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- **Lose**: Player health reaches 0
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---
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## Godot Setup Summary
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### Project Type
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- Godot 4.x, 3D project, Forward+ renderer
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### Directory Structure
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```
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res://
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├── scripts/ # GDScript files
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├── scenes/ # .tscn files
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├── assets/
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│ ├── audio/
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│ ├── meshes/
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│ ├── textures/
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│ ├── materials/
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│ └── animations/
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├── ui/ # HUD, menus
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├── data/ # Wave/upgrade configs
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├── autoload/ # GameState, EventBus, AudioManager
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└── tests/
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```
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### Autoloads
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- `GameState.gd` – Wave state, currency, lives, pause
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- `EventBus.gd` – Central signals for gameplay events
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- `AudioManager.gd` – SFX and music playback
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- `SettingsManager.gd` – Settings persistence
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### Collision Layers
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| Layer | Type |
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|-------|-------------------------|
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| 1 | Environment |
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| 2 | Player |
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| 3 | Enemy |
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| 4 | Goose projectile |
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| 5 | Goose turret |
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| 6 | Currency/pickups |
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| 7 | UI / trigger zones |
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---
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## Exit Criteria for Phase 0
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- [ ] Design document is complete (this one page)
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- [ ] Godot project opens cleanly in 3D mode
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- [ ] Folders and autoloads are created
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- [ ] Input map is configured (WASD, mouse, throw, pause)
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- [ ] MVP scope is documented and understood
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---
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*This document defines the foundation for a small but complete playable prototype. Phase 1 will build exactly this scope; additional content comes later.*
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@@ -0,0 +1,14 @@
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# AudioManager.gd
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extends Node
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var music_player # Reference to AudioStreamPlayer for background music
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func _ready():
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print("AudioManager loaded. Ready to play sounds.")
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func play_sfx(sound_path: String):
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# Logic to play a sound effect
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pass
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func play_music(stream: AudioStream):
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# Logic to set and play background music
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pass
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# SettingsManager.gd
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extends Node
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const SETTINGS_PATH = "user://settings.save"
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func save_setting(key: String, value):
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print("Saving setting: " + key)
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# Logic to serialize and save settings data
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pass
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func load_setting(key: String):
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print("Loading setting: " + key)
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# Logic to read saved setting data
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return null
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@@ -0,0 +1,7 @@
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# EventBus.gd
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extends Node
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signal event_fired(event: String, data: Dictionary)
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func emit_event(event: String, data: Dictionary = {}):
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print("Emitting event: " + event)
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emit_signal("event_fired", data)
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@@ -0,0 +1,18 @@
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# GameState.gd
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extends Node
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# --- COLLISION LAYERS (TASK 4) ---
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const LAYER_ENVIRONMENT = 1 # Environment/terrain
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const LAYER_PLAYER = 2 # Player character
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const LAYER_ENEMY = 3 # Enemy mobs
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const LAYER_GOOSE_PROJECTILE = 4 # Goose projectiles
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const LAYER_TURRET = 5 # Fixed towers/turrets
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const LAYER_PICKUP = 6 # Currency, power-ups
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const LAYER_UI_TRIGGER = 7 # UI interaction zones
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var score = 0
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var currency = 100
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var current_wave = 0
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var game_state = "PAUSED" # States: PAUSED, RUNNING, WIN, LOSE
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func _ready():
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print("GameState loaded. Initializing core systems.")
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Reference in New Issue
Block a user