AfterHPZero
afterhpzero.bsky.social
AfterHPZero
@afterhpzero.bsky.social
Making games where pressure is the mechanic.

Systems-first. Consequences included.
Current state:
– Sprint and crouch resolve deterministically with no intent loss.

Hooks forward:
– Slide
– Stamina-based sprint lockouts
– Stealth tuning
– Mantle / climb modes
January 21, 2026 at 2:22 AM
Key rule:
– You can sprint while crouched.
– Releasing sprint returns you to crouch automatically.

Design intent:
– Crouch is persistent stance intent.
– Sprint is a temporary override that must not destroy stance intent.
January 21, 2026 at 2:22 AM
System(s) touched:
– Locomotion (Sprint + Crouch)

Player-facing behavior:
– Crouch is a true toggle.
– Sprint is hold-to-sprint.
– Releasing sprint always returns you to a non-sprint state.
January 21, 2026 at 2:22 AM
Current state:
– Core systems exist and function, but are still being validated for edge cases.

Next focus:
– Finish inventory operation coverage.
– Continue pressure-facing systems before UI.
January 11, 2026 at 5:59 PM
What didn’t:
– Early replication confusion, Client + Server duplication.
– Initial use of maps for inventory containers proved unsuitable

Decisions made:
– Inventory containers now stored as an array for determinism
– Server authority treated as source of truth; client execution is projection only
January 11, 2026 at 5:59 PM
System(s) touched:
– Inventory architecture
– Stats / attributes

What worked:
– Inventory abstracted into containers, slots, policies, and item definitions.
– Core inventory operations (add/remove/move) implemented.
– Stats derive cleanly from attributes via class profile definitions.
January 11, 2026 at 5:59 PM