starwick - relighting the sky
third devlog. the cosmos isn’t just something to look at now - you can fly through it, trace a dead constellation to bring it back, and poke the companion to get a reaction. the core thing you do in the game finally exists.
the verb
dead constellations hang in the sky as dim blue stars. you drag across them in order, a line of light links each one, and when the shape closes it relights - the stars flare gold, sparks burst out, a star reborn (the game counts how many you’ve brought back). small moment, but it feels good, and it’s what everything else will hang off.
moving + vesp
input’s online. you can fly around - move and look, keyboard at the desk, thumbstick + drag on a phone, same code. and vesp, the companion, now answers a tap: it pulses and its little tune swells for a second. went from “thing floating near you” to “thing that notices you.”
the fight
two real ones. first, none of my input worked and every test exploded with an exception - turns out the project’s on the new input system only, and i was calling the old input api, which just throws. rebuilt it on one input layer that handles mouse and touch the same.
second, my movement test kept insisting the camera didn’t move - except it was moving, just not far. i was counting frames, and headless each frame is a sliver of a second, so 60 of them barely budged it. measured by time instead of frame count and it was exactly right.
where it stands
fly through a glowing procedural cosmos, trace constellations to relight them, a companion that follows, sings, and reacts. all generated in code - no art or audio files.