4 Commits
Author SHA1 Message Date
MeatSlicer Developer 3f76998fab Add hidden dev debug console (v0.5.0) 2026-07-31 08:49:39 +10:00
MeatSlicer Developer 64ac53434b Doom-style weapon audio batch + remove footsteps
- Regenerated all 13 weapon fire one-shots and 4 weapon loops via the audio
  specialist (ElevenLabs) with a 1993 Doom style brief: chunky, bass-heavy,
  crunchy 90s FPS sounds
- New clips wired into SfxBank: ui_active, ui_active_empty (active items),
  ui_curse (legendary pickups, replaces the normal item jingle), plr_revive
  (Second Skin revive)
- Footstep system removed entirely (never worked right): Sfx.footstep, 8
  plr_step* samples and bank entries, player.js call site, smoke test block
- Cache v=42
2026-07-30 17:41:31 +10:00
MeatSlicer Developer 0ec12cd72c Phase 5: active items — room-clear charged, dedicated pedestals, Space to use
- ACTIVES table with 10 actives (Bone Nova, Offal Bomb, Blood Transfusion,
  Cleaver Storm, Butcher's Bell, Marrow Draught, Slaughter Time, Panic Room,
  Skinner's Coin, Gut Reroll); charges accrue +1/combat room, +2/boss
- Dedicated 'active' pickup with weapon-style swap-drop; 30% boss / 15% item-room
  bonus pedestal spawns; flat +2 powerScore while held
- HUD active slot with charge pips + READY state; ACTIVES help page (12 pages);
  teal medallion frame variant in draw_sprites.py; 10 generated icons
- Procedural Sfx.active()/activeEmpty() (real clips deferred to audio batch)
- Fix: toast panel width now fits the wider of title/subtitle and clamps to screen
- Bump asset cache to v=40
2026-07-30 17:14:25 +10:00
MeatSlicer Developer 8ab0857ee0 Add adaptive progression and item expansion 2026-07-29 18:30:21 +10:00