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pz3d — MAZAR

Godot 4.7 first-person survival game. Project Zomboid in real 3D.

Quick Start

  1. Open godot_project/project.godot in Godot 4.7.2
  2. Wait for import (1-2 min — 214 Cogito scripts + PPS assets)
  3. Run scenes/baked_world.tscn (F6) — drop into the city
  4. Or run addons/cogito/DemoScenes/COGITO_3_Lobby.tscn — test Cogito features

Controls

Key Action
WASD Move
Mouse Look
Space Jump
Shift Sprint
C Crouch
Left Click Fire weapon
1/2/3/4 Switch weapons
T Toggle fly mode
Esc Release mouse

Docs

  • docs/GDD.md — game design document (canonical)
  • docs/style/STYLE_GUIDE.md — visual style guide (12 sections, palette, HUD, atmosphere)
  • roadmap.md — phase tracker + priorities + design decisions
  • worklog.md — session log (append-only)
  • STATUS.md — what's current vs archived

Architecture

  • City gen: scripts/map_baker.gd bakes 192 chunk .tscn files headless
  • Runtime: scripts/chunk_loader.gd streams 25 chunks near player
  • Weapons: weapons/wieldable_hitscan.gd (extends CogitoWieldable)
  • Cogito: immersive sim framework (inventory, NPC AI, save/load, interaction)
  • Principle: extend Cogito, don't fork it

Layout

godot_project/          — runtime game
  scenes/baked_world.tscn    — main scene (sky + player + ChunkLoader)
  scenes/baked_chunks/       — 192 chunk .tscn files
  weapons/                   — our weapon extensions (WieldableHitscan, Tracer, etc.)
  scripts/                   — baker, chunk_loader, player controllers
  tools/                     — city gen tools (chunk_streamer, block_layout, etc.)
  addons/cogito/             — Cogito framework (DO NOT MODIFY)
  addons/fpc/                — Quality FPS Controller (available)
  addons/terrain_3d/         — terrain plugin (deferred)
  addons/M.A.V.S/            — vehicle system
docs/                   — canonical docs + style guide
docs/style/             — mood references + STYLE_GUIDE.md
archive/                — historical (do not edit)

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