ShadowOfTheColossus-PC
Shadow of the Colossus 的原生 Windows 移植(PS4,CUSA08809)——请自备游戏转储。面向 PC 的原生移植。
AI 翻译
尚未收集仓库信息。
尚未检测到更新。GitHub 发布版本后会显示在这里。
In this multiplayer immersive game guests steer a Trans-dimensional Trophy Room through a vast expanse of space. Players deploy objects from the room's cache of curiosities to build islands of matter and defend their constructions from an infestation of roving Zurd skulls which gobble up objects.
翻译准备中
正在加载完整 README。
查看完整 README ↗Developed by the Feed Collective: Eben Kling, Aude Jomini, Phil Lique, Mitch Palczewski
In this multiplayer immersive game guests steer a Trans-dimensional Trophy Room through a vast expanse of space. Players deploy objects from the room's cache of curiosities to build islands of matter and defend their constructions from an infestation of roving Zurd skulls which gobble up objects. Players can defend their constuctions by swatting these pests like flies. If Zurds are getting hungry and the ship is not properly defended, they will attempt to eat the ship.
Note: Cloning the repository will automatically create a child folder for the project to live in. For Example create a folder called zurd-worspace and navigate to it in your IDE then clone the repo into it. A workspace folder is a great place to include sketches and material that is associated or yet to make it into the project.
git clone https://github.com/mitch-palczewski/zurd.git
cd zurd
Success you are all set up in VS code. This is where you will be making git commits and editing scripts.
OPTIONAL: VScode Extensions
- godot-tools
- Godot Files
- C# Tools for Godot
Import and Godot will open up the project
commit tag : commit description See the commit message standards bellow
A git commit message should be of the form commit tag (tag detail) : commit description
feat - A new feature or capability added to the codebase.Example:
feat(player): Added flight controls
fix - A bug fix or error resolution.Example:
fix(ui): Resolve status bar scaling
docs - Documentation-only changes (e.g., README updates, comments).Example:
docs: updated readme
asset - Adding media like models, images, audioExample:
asset(models): Added models to be launched
tool - An editor tool or enhancement.refactor - Script changes that do not change functionality. Like naming or code structure.Collision Layer ("Who am i?"): The category or identity assigned to the object itself. Its identity. It tells Godot which "bucket" this object belongs to.
Collision Mask ("Who do I collide with?"): The list of categories this object actively scans and checks for collisions against. It tells Godot which other objects this specific body should collide with or detect.
The layer names are also set in Project Settings → Layer Names, so the Inspector shows them. The glb_post_importer.gd auto assigns imported .glb collision layers and masks. The generated Static object (models in
assets/models/scenery/) gets assigned Layer 1 and the generated Rigid Object (models inassets/models/objects/) gets assigned Layer 3.
| Layer # | Name | Description |
|---|---|---|
| Layer 1 | Environment | Static ground, Immovabele structures |
| Layer 2 | Player | Player, Ship |
| Layer 3 | Objects | Floating objects, collidable objects, space junk |
| Layer 4 | Enemies | Enemy Zurd |
| Layer 5 | UI | Clickable elements, interactable objects |
| Entity Type | Layer (Who am I?) | Mask (Who do I collide with?) | Notes |
|---|---|---|---|
| Environment | 1 | None (0) | Disables unnecessary |
| Player | 2 | 1, 3, 4, 5 | Collides with ground, walls, floating objects, and enemies |
| Objects | 3 | 1, 2, 3, 4 | Floating Objects bounce off everything |
| Enemies | 4 | 1, 2, 3 | Enemies collide with walls, objects, and the player |
| UI | 5 | None (0) | Interactable objects, 3d buttons, or triggers, need to be collided with but does not collide |
Autoload scripts in Godot are global scripts allowing functions to be called throughout the application without instancing a scene.
| Autoload Name | Script Path | Responsibility |
|---|---|---|
| EventBus | res://scripts/autoload/event_bus.gd | Central message bus for global signals (interaction, spawning, UI). |
| SceneChanger | res://scripts/autoload/scene_changer.gd | Handles asynchronous scene loading and transition overlays. |
| ObjectTracker | res://scripts/autoload/object_tracker.gd | Tracks every object a Zurd can target: loose launched objects and objects fused into a sculpture mass. |