ORB FIGHTERSDEVELOPMENT JOURNAL
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Testing the controls before the duel

The first control prototype now runs inside Godot. A recorded input session exercises direction and charge, releasing a technique, quick reactions, lock-on, Clean and Keep requests, and the technique workshop. Thirteen checks passed for input handling and saved recipes.

That evidence covers the control path. The fighter simulation still needs to supply real combat outcomes, building state and AI decisions. Until it does, the prototype rejects those actions rather than displaying invented results. A playable duel has not been released.

The first captured session also exposed presentation problems: the floor was too bright, the starting view clipped subjects, and some control text was faint. These are being corrected before another capture and hands-on play review.

The reference fight remains the first milestone to finish. Its newest render still needs clearer contact staging and the brighter world direction. The gallery stays empty while those films are below the visual bar.

Inside the work

TERRA faces BLAZE while a gesture charge is shown
Work in progress Video held for further review. This still shows work in progress; the motion needs to pass review before publication.
TERRA faces BLAZE while a gesture charge is shown
Work in progress Input prototype only: combat is unavailable in this version. The faint guide and cramped opening view need correction.
The early technique editor appears above TERRA
Work in progress Early workshop WIP: the panel competes with the orb and its eyes. A separate dummy view is the next change.