mirror of
https://github.com/jkdansereau/goldeneye-pc-port.git
synced 2026-10-24 00:02:45 +02:00
docs: v0.1.0 alpha framing + hygiene pass (#25)
Update the public-facing docs to the M-49 state (v0.1.0 alpha, first full-campaign playtest: 19/21 missions completable, D191 crashes Bunker ii + Statue, D193 AI pacing is the top flaw). - README: lead with what it is + status, research angle second; new Quick start section; Status/Download rewritten for the alpha + dual platform; "By the numbers" refreshed (~3 weeks, ~320 commits, ~190 findings, ~49 sessions, 69 PORT files). - .github/release-notes.md: v0.1.0 title + known-issues rewrite. - .github/social-preview.html: status/stat lines (regen + re-upload the PNG separately). - docs/index.md, docs/dev/LEVEL-STATUS.md: M-49 status. - docs/dev/findings.md, docs/dev/GRAPHICS-BACKLOG.md: D191-D197 + D148/D170/D173 M-49 escalations. Hygiene: - Fix the `&` literal in internals.md H1. - Repoint two ../README.md links that 404 on the Pages site. - Standardise British -> American spelling across the public docs (behaviour->behavior, colour->color, catalogue->catalog, centre->center, etc.). Deep internal logs left untouched. - .gitignore: document the local-notes convention (docs/HANDOFF.md, docs/BACKLOG.md, and a new docs/dev/notes/ drop for roadmaps and session plans) so it survives a fresh clone.
This commit is contained in:
1 parent
86440e3b58
commit
5c3944582b
14 files changed
+157
-96
No files matched your search
@@ -1,14 +1,14 @@
|
||||
# GoldenEye 007 — game-behaviour reference
|
||||
# GoldenEye 007 — game-behavior reference
|
||||
|
||||
Community-documented account of how the retail N64 game is *supposed* to
|
||||
behave: the combat/AI/stealth model, difficulty scaling, per-level objective
|
||||
sets, timers, weapon data, and the original game's known quirks and glitches.
|
||||
|
||||
**Status of this document.** This is secondary source material, not ground
|
||||
truth. The decompiled game code in `src/` is authoritative for behaviour (see
|
||||
truth. The decompiled game code in `src/` is authoritative for behavior (see
|
||||
`AGENTS.md`). Use this doc to know *what correct looks like* when playtesting
|
||||
the port — which objectives a level must expose, what a timer value should be,
|
||||
whether a weird behaviour you just saw is an original-game quirk or a port
|
||||
whether a weird behavior you just saw is an original-game quirk or a port
|
||||
regression.
|
||||
|
||||
**Sources** (subjective commentary stripped; mechanical/factual data only):
|
||||
@@ -20,7 +20,7 @@ regression.
|
||||
|
||||
Distilled from `goldeneye_007_reference.md` (the full raw walkthrough dump);
|
||||
the walkthrough's per-stage tactical routes were dropped as not
|
||||
behaviour-defining.
|
||||
behavior-defining.
|
||||
|
||||
---
|
||||
|
||||
@@ -78,11 +78,11 @@ Relative to the lower tiers:
|
||||
never alert.
|
||||
- **Security cameras**: if a camera acquires the player it raises an alert
|
||||
that **spawns black-clad guards** armed with DD44s and KF7s. Shoot the
|
||||
camera centre for a one-shot kill.
|
||||
camera center for a one-shot kill.
|
||||
- **Retreating** breaks pursuit — most guards stop following after a set
|
||||
distance, letting the player reload / heal / reposition.
|
||||
|
||||
### AI line-of-sight & animation quirks (exploitable, i.e. defining behaviour)
|
||||
### AI line-of-sight & animation quirks (exploitable, i.e. defining behavior)
|
||||
|
||||
- A guard behind a **wall, low barrier or railing cannot shoot** the player,
|
||||
even point-blank — it must path around the obstacle. **Exception:** a guard
|
||||
@@ -97,7 +97,7 @@ Relative to the lower tiers:
|
||||
|
||||
## 3. Player state
|
||||
|
||||
| System | Behaviour |
|
||||
| System | Behavior |
|
||||
|---|---|
|
||||
| Health | restored by health packs; no regen. 00 Agent pool ≈ 8 KF7 hits (§1). |
|
||||
| Body armour | separate absorbing layer; fixed pickup locations (e.g. by the Jungle drone guns, start of Antenna Cradle). Nearly absent on 00 Agent. |
|
||||
@@ -223,10 +223,10 @@ scientist casualties.
|
||||
|
||||
## 7. Weapons — data table
|
||||
|
||||
Clip / max-capacity / behaviour. (Balance and capacity numbers to cross-check
|
||||
Clip / max-capacity / behavior. (Balance and capacity numbers to cross-check
|
||||
against the decomp's weapon tables.)
|
||||
|
||||
| Weapon | Type | Clip | Max | Behaviour notes |
|
||||
| Weapon | Type | Clip | Max | Behavior notes |
|
||||
|---|---|---|---|---|
|
||||
| PP7 | pistol | 7 | 800 | default sidearm |
|
||||
| PP7 (Silenced) | pistol | 7 | 800 | no alert on fire |
|
||||
@@ -284,7 +284,7 @@ noted. **All Guns** cheat unlocks everything.
|
||||
| Object | Rule |
|
||||
|---|---|
|
||||
| Red alarm boxes | shoot to complete "neutralize all alarms"; a guard reaching one spawns reinforcements |
|
||||
| Security cameras | destroy (centre = one-shot); acquisition raises the black-clad alert |
|
||||
| Security cameras | destroy (center = one-shot); acquisition raises the black-clad alert |
|
||||
| Sentry guns | fixed turrets (Bunker 2 striped corridor, Depot); destroy to pass |
|
||||
| Drone guns | remote turrets (Jungle, Control Center, Water Caverns, Aztec); some pairs must be destroyed together |
|
||||
| Locks / grates | shootable (e.g. the 4-lock vent grate at the end of Surface) |
|
||||
@@ -344,7 +344,7 @@ faithful; if you see one while testing, it is probably *not* a port bug.
|
||||
Ourumov has no objective use, but "firing" the key (action button) near the
|
||||
rocket opens the giant launch doors. Otherwise both items are inert.
|
||||
- **Cut content left in levels**: the Dam has the unused geometry of a
|
||||
cancelled boat mission out on the water; the Train's rear region past
|
||||
canceled boat mission out on the water; the Train's rear region past
|
||||
Alec/Trevelyan leads nowhere; the Facility's starting vent has a second path
|
||||
blocked purely cosmetically and shootable ceiling glass.
|
||||
|
||||
|
||||
Reference in new issue
Block a user