๐Ÿ›  Dev Log โ€“ Day 3 | PAC-BULB Prototype Progress


๐Ÿ›  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 wasnโ€™t 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.


โœ… Whatโ€™s 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 isnโ€™t just visual polish, itโ€™s 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-BULBโ€™s 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).

๐Ÿ’ก 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.


    ๐Ÿ‘€ Whatโ€™s 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

๐ŸŽฎ Game Design Document (GDD).pdf 128 kB
12 days ago
PAC-BULB.exe 16 MB
12 days ago

Get Filament Fade / PAC-BULB

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