89 lines
3.3 KiB
Markdown
89 lines
3.3 KiB
Markdown
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# World authoring
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The active test world uses the human-authored starter island through
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`world/regions/starter_island_region.tscn`.
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## Active composition
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`world/test_world.tscn` owns the gameplay-wide environment, sun, world bounds,
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and below-world failsafe. `StarterIslandRegion` owns the placed island content:
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```text
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StarterIslandRegion
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├── Terrain
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│ ├── Visual
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│ └── Collision
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├── WaterBodies
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│ ├── Pond
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│ │ ├── VisualWater
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│ │ ├── FishingRegion
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│ │ └── RecoveryRegion
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│ └── Ocean
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│ ├── VisualWater
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│ ├── FishingRegions
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│ └── RecoveryRegions
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├── PlayerSpawn
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├── SafeRespawns
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└── Interactables
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├── FishingShopWorld
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└── PelicanCoolerPerch
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```
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Move the meaningful feature root rather than one of its implementation
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children. Child transforms are local offsets owned by that feature.
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## Water bodies
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Select `WaterBodies/Pond` to move or resize the pond. Its transform is the
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authoritative surface position. The `surface_size`, fishing padding, recovery
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padding, and recovery depth properties update the visible water and gameplay
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coverage together. Fishing and recovery derive the surface height from the
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owned surface transform.
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Select `WaterBodies/Ocean` to move the surrounding water as one feature. Its
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visual, fishing lobes, and recovery lobes use local transforms beneath the
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ocean root. The existing multi-lobe footprint remains intentionally explicit;
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changing that footprint still requires editing its owned lobe children.
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## Placed features
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- `PlayerSpawn` is the authoritative initial player transform. Its rotation
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controls initial facing.
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- Each marker under `SafeRespawns` is an authoritative recovery destination.
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Recovery preserves the player's current facing; marker rotation is
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intentionally not applied.
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- `Interactables/FishingShopWorld` owns the shop visual, collision,
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interaction area, prompt, and entrance marker.
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- `Interactables/PelicanCoolerPerch` owns the complete Pelican landmark visual.
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Pelican selling remains a Cooler action and has no world interaction area.
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- `Terrain` owns both the imported visual and generated terrain collision.
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- `BelowWorldFailsafe/Coverage` exposes the below-world recovery coverage as a
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saved collision shape in `world/test_world.tscn`.
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The active `Environment`, `Sun`, and external starter-island grass material
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remain directly editable through the Inspector. Their tuning is not recreated
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by runtime scripts.
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## Reusable world props
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Use a single placed `WorldProp` root for trees, rocks, buildings, benches,
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signs, vegetation, and similar landmarks:
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```text
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WorldProp
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├── Visual
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└── Collision
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└── CollisionShape3D
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```
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Add optional interaction areas, labels, and markers beneath the same root.
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Instance imported GLB visuals beneath `Visual`; keep gameplay collision
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Godot-owned beneath `Collision`. Place and duplicate the complete prop scene,
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not its visual child.
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Author reusable assets at scale `(1, 1, 1)`. Uniform root scaling is acceptable
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for provisional props when visual and collision scale together. Avoid
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non-uniform root scaling because it can deform collision and imported geometry
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unpredictably. Make mutable per-instance shapes, meshes, and materials local to
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the scene so editing one prop does not change unrelated instances.
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