Devlog 2 - Core Systems Work (Sort Of)
I mean, it works. And tbf, That’s a win right now.
The foundation is in place, albeit held together with metaphorical duct tape. Godot decided to crash on me three times for absolutely no reason, so building this was more of an endurance test than a workflow. But we got there.
What’s Shippable:
Dynamic Inventory UI - Fully built out and functioning. It’s clean, it’s scalable, and it actually does what it’s supposed to do while looking like sh*t.
Overclock Meter - The core wildcard mechanic is alive. The meter builds when you chain movement, tricks, or high-intensity plays in a short window. Fill it up, and Overclock arms itself. Once armed, you can pop it at any moment during a match to slow everyone else down. It’s chaotic, it’s unfair in the best way.
What’s Next:
Overclock isn’t staying a one-trick pony. I’m planning a full suite of variants: time dilation, global weapon disable, and a few others that’ll really make matches unpredictable. The goal is to turn Overclock into a genuine match-altering decision, not just a “press button to win” scenario.
This game is going to be absolutely unhinged in the best way possible.
(P.S. - Yes, the gun thumbnails are placeholder. Yes, I could’ve done better. No, I will not be taking constructive criticism on them at this time.)
(I have yet to disable walking)
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