Add README and refine game design doc
- Add concise English README (overview, features, controls, getting started) - Fix Meccha Chameleon casing in the design doc Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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# Chameleon — Game Design & Fortschritt
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> Lebendes Dokument. Checkliste, was wir schon haben und was noch fehlt.
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> Vorbild: **MECCHA CHAMELEON** — aber **kein 1:1-Klon**. Wir picken die Mechaniken,
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> Vorbild: **Meccha Chameleon** — aber **kein 1:1-Klon**. Wir picken die Mechaniken,
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> die uns gefallen, und lassen den Rest weg oder machen es anders.
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---
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## 1. Referenz: Was ist MECCHA CHAMELEON?
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## 1. Referenz: Was ist Meccha Chameleon?
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Online-PvP-Versteckspiel (Hide & Seek), 2–10 Spieler. Kurzüberblick der Mechaniken
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(Quellen: Wikipedia, Steam-Store-Seite, Stand der Recherche):
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@@ -30,15 +30,15 @@ Online-PvP-Versteckspiel (Hide & Seek), 2–10 Spieler. Kurzüberblick der Mecha
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- **Behalten / Stärke ausbauen:** das **Bemalen** als Kern-Mechanik (haben wir bereits,
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sogar nahtfreies Mesh-Painting auf 3D) + **Bewegung über das Gewöhnliche hinaus**
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(Wand-Klettern/Mantle ist bei uns schon drin und geht über Meccha hinaus).
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- **Noch offen / Geschmacksfrage** (bitte hier markieren, was dir an Meccha (nicht) gefällt):
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(Wand-Klettern/Mantle ist bei uns schon drin und geht über Meccha Chameleon hinaus).
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- **Noch offen / Geschmacksfrage** (bitte hier markieren, was dir an Meccha Chameleon (nicht) gefällt):
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- Multiplayer-PvP zwingend, oder erst **Singleplayer/PvE** gegen KI-Seeker?
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- Tarnung **automatisch bewerten** (Spiel misst, wie gut die Bemalung zum Hintergrund passt)
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vs. rein durch das Auge des Seekers?
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- Posen-System ja/nein?
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- Taunt/Pfeifen ja/nein?
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> **TODO (User):** Hier eintragen, was dir bei MECCHA gefällt und was nicht — danach
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> **TODO (User):** Hier eintragen, was dir bei Meccha Chameleon gefällt und was nicht — danach
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> schärfen wir Scope & Reihenfolge.
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---
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# Chameleon
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A Unity mesh-painting game inspired by **Meccha Chameleon** — not a 1:1 clone.
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You paint your character directly on its 3D mesh to blend into the environment,
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and move with an extended traversal kit (run, jump, slope-slide, wall-climb).
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> Status: early prototype. Core painting and movement work; the hide-and-seek
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> game loop (roles, rounds, scoring, multiplayer) is not built yet.
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## Features so far
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- **Seamless mesh painting** straight onto the character's 3D mesh (GPU + CPU path,
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edge-dilation against seams).
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- **Third-person character controller** — camera-relative WASD, jump, gravity,
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slope-sliding off too-steep surfaces.
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- **Wall-climb + mantle** — climb walls/ceilings (W approach/up, S detach, A/D
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sideways) and pull up over top edges instead of dropping.
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- **Cinemachine orbit camera** — mouse look, scroll zoom, collision deocclusion.
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- **Game mode manager** — extensible state machine, switch with **Tab**:
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- *Player Control* — move + mouse look.
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- *Paint* — no movement, left-click paints, hold right-click to orbit.
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## Controls
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| Input | Action |
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|---|---|
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| WASD | Move (camera-relative) |
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| Space | Jump |
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| Mouse | Look / orbit camera |
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| Mouse wheel | Zoom |
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| Left click | Paint (Paint mode) |
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| Tab | Switch mode (Player Control ⇄ Paint) |
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## Getting started
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1. Open the project with **Unity 6000.3.11f1** (Unity 6).
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2. Open `Assets/Scenes/SampleScene.unity`.
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3. Press **Play**, move with WASD, press **Tab** to switch to Paint mode and paint.
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Cinemachine (`com.unity.cinemachine`) and the Input System are resolved
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automatically via the package manifest.
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## Project layout
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- `Assets/Scripts/` — gameplay scripts (`PlayerCharacterController`, `MeshPainter`,
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`ThirdPersonOrbitInput`, `GameModeManager`, modes, `FrameRateLimiter`).
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- `Assets/Scenes/` — `SampleScene` (the playground).
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- `Docs/GAME_DESIGN.md` — design notes and the full feature checklist (German).
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## Roadmap
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See **[`Docs/GAME_DESIGN.md`](Docs/GAME_DESIGN.md)** for what's done and what's next
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(color-picker UI, eyedropper, camouflage scoring, poses, seeker role, rounds,
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multiplayer).
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