diff --git a/docs/screenshots/01-venue-overview.png b/docs/screenshots/01-venue-overview.png index 8cc74f3..6ac954f 100644 Binary files a/docs/screenshots/01-venue-overview.png and b/docs/screenshots/01-venue-overview.png differ diff --git a/docs/screenshots/02-targeting-npc.png b/docs/screenshots/02-targeting-npc.png index 157f1ed..ce79e2f 100644 Binary files a/docs/screenshots/02-targeting-npc.png and b/docs/screenshots/02-targeting-npc.png differ diff --git a/docs/screenshots/05-late-night-avenue.png b/docs/screenshots/05-late-night-avenue.png index a597713..f114586 100644 Binary files a/docs/screenshots/05-late-night-avenue.png and b/docs/screenshots/05-late-night-avenue.png differ diff --git a/docs/screenshots/06-night-flashlight.png b/docs/screenshots/06-night-flashlight.png index 120dc70..48e0dae 100644 Binary files a/docs/screenshots/06-night-flashlight.png and b/docs/screenshots/06-night-flashlight.png differ diff --git a/docs/screenshots/08-escalation-hud.png b/docs/screenshots/08-escalation-hud.png index 2a04c63..5bfcff4 100644 Binary files a/docs/screenshots/08-escalation-hud.png and b/docs/screenshots/08-escalation-hud.png differ diff --git a/docs/screenshots/11-precision-walk.png b/docs/screenshots/11-precision-walk.png index 9e61c47..29e716f 100644 Binary files a/docs/screenshots/11-precision-walk.png and b/docs/screenshots/11-precision-walk.png differ diff --git a/src/game/game_manager.gd b/src/game/game_manager.gd index a757f11..cf9cf0b 100644 --- a/src/game/game_manager.gd +++ b/src/game/game_manager.gd @@ -201,9 +201,9 @@ func _build_guard() -> GuardController: var beam := MeshInstance3D.new() beam.name = "Beam" var cone := CylinderMesh.new() - cone.top_radius = 1.0 - cone.bottom_radius = 0.05 - cone.height = 5.5 + cone.top_radius = 1.35 + cone.bottom_radius = 0.04 + cone.height = 7.0 cone.radial_segments = 16 cone.rings = 1 cone.cap_top = false @@ -211,7 +211,7 @@ func _build_guard() -> GuardController: beam.mesh = cone # Cylinder axis is +Y; -90° about X aims the wide end along -Z (forward). beam.rotation_degrees = Vector3(-90, 0, 0) - beam.position = Vector3(0, 0, -3.65) + beam.position = Vector3(0, 0, -3.9) beam.material_override = Materials.light_beam() beam.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF flashlight.add_child(beam) diff --git a/src/game/materials.gd b/src/game/materials.gd index 8daffdc..f174114 100644 --- a/src/game/materials.gd +++ b/src/game/materials.gd @@ -140,8 +140,8 @@ static func light_beam() -> StandardMaterial3D: mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_DISABLED mat.albedo_color = Color(1.0, 0.95, 0.82, 1.0) var fade := Gradient.new() - fade.set_color(0, Color(1.0, 0.95, 0.82, 0.0)) - fade.add_point(0.18, Color(1.0, 0.95, 0.82, 0.22)) + fade.set_color(0, Color(1.0, 0.95, 0.82, 0.08)) + fade.add_point(0.15, Color(1.0, 0.95, 0.82, 0.5)) fade.set_color(fade.get_point_count() - 1, Color(1.0, 0.95, 0.82, 0.0)) var ramp := GradientTexture1D.new() ramp.gradient = fade