๐ Dev Log โ Day 3 | PAC-BULB Prototype Progress
๐ Dev Log โ Day 3 | Filament Fade / PAC-BULB - Prototype Progress
Three days in, and PAC-BULB is starting to look and feel like an actual game instead of a folder full of scattered ideas and debug windows. Today wasnโt about flashy new systems, it was about clarity, feedback, and momentum. That said, I have locked in some important pieces that define the game loop and player feedback systems.
โ Whatโs Working Now:
FPS Counter in GUI (Top-Right) for debugging purposes.
A real-time fps_real tracker now shows how the game is running, color-coded for clarity:
Green for stable performance
Yellow for warning
Red if the game dips under 30 FPS
This isnโt just visual polish, itโs helping me balance lighting effects and optimize room logic under pressure.
Global Time Tracker
global.time_alive is now functioning properly — ticking up in real time to track how long you survive per run. The issue of it freezing at 6 seconds is resolved. This is key for both player feedback and future score mechanics.
Light-Based Enemy Weakness (Darkborn Logic)
Enemies (Darkborn) now check can_be_destroyed before interacting with the player:
If true, they're vaporized on contact (a satisfying power trip for the player).
If false, they damage the player and drain light from the orb reserve.
This ties directly into PAC-BULBโs central loop of managing visibility, power, and vulnerability.
SEMI Functional Pause System
Tapping P freezes the game and centers a clean spr_pause overlay on screen. Tapping P again removes it and resumes play. Seamless, responsive, and crucial for testing during longer play sessions. *Will fix this*
Basic GUI Layout
We've started establishing our GUI hierarchy — orbs collected (top-left), time alive (centered), FPS (top-right). Minor visual conflicts were resolved (like FPS overlapping other HUD elements).
๐ก Behind the Scenes:
-
Most of today was spent refining collision logic and cleaning up messy behaviors that slowed testing.
-
We also capped the frame rate properly to prevent absurd numbers like
fps = 1200
. -
Started building a structure around the
obj_game_controller
that handles logic cleanly, making new feature additions easier.
๐ Whatโs Next (Tease for Day 4):
Adding the first passive power-up: a temporary light pulse that pushes back darkness
Laying the groundwork for the maze navigation system
Introducing a dynamic lighting system
Adding a Endless Mode instead of the regular adventure sequences.
Files
Get Filament Fade / PAC-BULB
Filament Fade / PAC-BULB
More posts
- ๐ ๏ธ Final Day - Submission Build10 days ago
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