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gamedev-the-steward/world/jajce/WindStrokes.tscn
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admin 7aa5c1c979 feat: starvation balance rework and Ghibli wind-stroke visuals
- Reduce hunger rate to 0.125/tick (~25/day) for ~6-7 day death timeline
- Slow energy drain: idle 0.125, travel 0.5, work 0.5, complete 0.0625/tick
- Use exact binary fractions for all rates to preserve float precision in save/load
- Starving/critically-hungry NPCs always override sleep to seek food first
- Extend starvation death threshold from 20 to 600 ticks (~3 days of starvation)
- Add calligraphy-style wind stroke particles (WindStrokes scene + shader)
- Two wind stroke emitters in valley and ridge for Ghibli atmosphere
- Rework terrain macro-variation colors for vibrant warm-green palette
- Enhance environment: stronger glow/bloom, higher saturation, warmer sky/fog/ambient
2026-07-08 18:44:03 +02:00

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[gd_scene load_steps=5 format=3]
[ext_resource type="Shader" path="res://world/jajce/materials/wind_stroke.gdshader" id="1_shader"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_stroke"]
shader = ExtResource("1_shader")
[sub_resource type="QuadMesh" id="Mesh_stroke"]
material = SubResource("ShaderMaterial_stroke")
size = Vector2(1.8, 0.18)
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_wind"]
lifetime_randomness = 0.5
spread = 160.0
gravity = Vector3(0, 0.15, 0)
initial_velocity_min = 0.6
initial_velocity_max = 2.5
angular_velocity_min = -0.6
angular_velocity_max = 0.6
radial_accel_min = -0.2
radial_accel_max = 0.2
tangential_accel_min = -0.3
tangential_accel_max = 0.3
scale_min = 0.5
scale_max = 1.5
color = Color(1, 1, 1, 0.5)
emission_shape = 1
emission_box_extents = Vector3(35.0, 10.0, 35.0)
[node name="WindStrokes" type="GPUParticles3D"]
emitting = true
amount = 18
lifetime = 4.0
one_shot = false
preprocess = 2.0
speed_scale = 1.0
local_coords = false
process_material = SubResource("ParticleProcessMaterial_wind")
draw_pass_1 = SubResource("Mesh_stroke")