ORB FIGHTERSDEVELOPMENT JOURNAL
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Giving moves real consequences

The new duel backend now runs inside Godot. It accepts authored movement and power shapes, checks the available Glow and existing matter, and resolves physical contacts. Animation supplies the movement; the core accounts for its consequences.

The shared motion catalogue now combines seven body primitives with the currently supported stone and plasma forms. Accepted dimensions and timing pass back to the presentation, so a build preview and the resulting object can use the same geometry.

Separate backend tests cover spending, guard survival, building, Clean and Keep, and exact replay. Native execution also passed 128 seeded contact and replay cases. These results establish a connection that the playable controls can now adopt.

The next step is to test that connection in a recorded TERRA versus BLAZE session, including costs, placement and persistent builds. Hands-on playtesting remains pending, and the reference fight still comes first for visual approval. The gallery remains empty until a film passes review.

Inside the work

TERRA and BLAZE stand beside a newly formed stone pillar
Work in progress Video held for further review. This still shows work in progress; the motion needs to pass review before publication.
TERRA and BLAZE stand beside a newly formed stone pillar
Work in progress Later native control capture, not the backend fixture described above. Geometry and costs are native, but stone shading and the small viewport need work.
An orange released path crosses between stone builds and BLAZE
Work in progress Later native control WIP: recorded input produces contact consequences. The released form still looks like a plain tube; proper plasma materials are next.