Systems-first. Consequences included.
– Sprint and crouch resolve deterministically with no intent loss.
Hooks forward:
– Slide
– Stamina-based sprint lockouts
– Stealth tuning
– Mantle / climb modes
– Sprint and crouch resolve deterministically with no intent loss.
Hooks forward:
– Slide
– Stamina-based sprint lockouts
– Stealth tuning
– Mantle / climb modes
– 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.
– 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.
– 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.
– 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.
– 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.
– 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.
– 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
– 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
– 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.
– 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.