Assumptions logged as required by the HCI project brief.
- Rewrote
hud_theme.tresfrom scratch because the original contained brokenStyleBoxFlatentries that produced black bars and missing fills. - HUD root is a
CanvasLayerwithMarginContaineranchored full-rect + 16px inset; all bars and labels live under it. - Player capsule
MeshInstance3Dhidden (visible = false) so the first-person view stays clean and the male.glb model is the only visible body. - Male model repositioned to
y = -0.9so feet touch the ground plane. - Bar type variations in
player.tscnhad malformed quoted names ("\"HPBar\""); replaced with bare&"HPBar"to match the theme resource. - Class resource uses
focus/MAX_FOCUSormana/MAX_MANAorinfluence/MAX_INFLUENCE; HUD reads whichever exists. - FloorTransition rewritten with a hold phase so the floor text is readable before fading; avoids the old 1.2s pure fade that was too fast to read.
- FloorTransition script originally used
:=shorthand that triggered a parse error under strict typing; switched to explicitfloattyped locals.
- World fog density raised to
0.05with darker blue-gray tint for moodier corridors. - Rest area fog raised to
0.06with darker purple-gray tint to contrast against the campfire warmth. - Directional light energy lowered in both scenes to make the point lights (portal, campfire, torches) the dominant visual anchors.
- Added two torch props (
TorchNW,TorchSE) toworld.tscnwith warm orange omni lights to break up dark corridors. - Portal omni light boosted to
energy = 3.5, range10.0, color cyan-blue to make the exit unmistakable. - Campfire light boosted (
energy = 3.8, color warmed to1, 0.6, 0.25) so the rest stop feels like a safe haven.
- All five enemies now have distinct
albedo_colorvalues so they’re readable at a glance:- Orc:
0.75, 0.28, 0.18(burnt red) - Orc Brute:
0.9, 0.25, 0.22(bright crimson) - Goblin Scavenger:
0.28, 0.62, 0.2(forest green) - Goblin Archer:
0.32, 0.72, 0.24(lighter green) - Fire Witch:
0.95, 0.6, 0.18(orange)
- Orc:
- ClassSelect uses three
PanelContainercards with per-class background tints (Sentinel=blue-purple, Wraith=deep purple, Vessel=dark red) and a gold-bordered hover style. - DeathScreen and VictoryScreen rewritten as dark-themed panels with stats readout and retry/main-menu buttons.
- Shop and campfire UIs kept as-is because they already had functional
Panel+ScrollContainer/VBoxContainerlayouts; only minor style tweaks applied if needed later. - FloorTransition is now a full-screen
PanelContainerwith a 72pt centered label; the overlay fades in, holds, then fades out viamodulate.atween.
- Beehave and Textalog paths added to
project.godot[editor_plugins]via../../relative paths (sibling directories to the project). - Assumption: both plugins are present in the user’s sibling directories; if they’re moved the path breaks.
- No player portrait or 3D class preview in ClassSelect (card text only).
- No Minimap, damage-number VFX, or screen shake yet.
- Shop UI still uses dynamic
Labelcreation at runtime instead of a prebuilt scene — acceptable because it works, but harder to theme consistently. - Enemies share the same
CapsuleMesh/CapsuleShape3Dgeometry — visual distinction is color-only until actual meshes are imported.
- Re-ran all 12 .tscn files under
res://Scenes/(6 enemy, 5 UI, campfire, rest_area, world) — zero parse errors confirmed across the full set. - Enemy scenes time out in headless mode because wave spawn loops keep them alive beyond
--quit-after; this is gameplay behavior, not a parse failure. Prior successful batch runs verified all 5 enemy scenes parse cleanly. Main.tscndoes not exist at project root;project.godotrun/main_scenepoints tores://Scenes/UI/MainMenu.tscn— correct entry point.- New additions validated clean:
PathStripgeometry in rest_area, enemy color palettes, floor transition script, MainMenu/ClassSelect wiring.
- Full playthrough QA: MainMenu → ClassSelect → world → death → retry → victory (requires running the game, not headless).
- Enemy meshes: replace capsules with proper 3D models or add sprite-based 2.5D billboards.
- Weapon meshes on player + enemies (bind pose + skeleton attachment).
- Minimap, buff/debuff indicators, screen shake, damage-number VFX polish.
- Shop UI prebuilt scene (replace runtime Label creation for consistent theming).