ORB FIGHTERSDEVELOPMENT JOURNAL
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Building the shared game

Work is now focused on the ordinary game: choose an orb, move freely, shape a technique and face an opponent under the same rules. The controls, native simulation, world saves, places and dialogue are being connected in one project. Several parts are implemented in source, but the combined build still needs its next launch and play check.

The shared foundation now includes 31 reusable resources and scenes, an architecture guide, extension playbooks and a backlog of 120 concrete tasks. The roster plan covers 138 identities and the world plan covers 58 places. Those counts describe authored plans and data; they do not mean every character or place is finished and playable.

The next integration pass is working on native power consequences, fair fighter decisions, saved sessions and audio driven by actual game events. We will check the normal entry point first, then movement, techniques, saving and a full match. Performance will be measured during active play before we report a frame-rate result.

The first two images below are TERRA and MAGNUS appearance comparisons from October 2, included as visual context. Their small original eye shapes and solid mineral shells remain the direction. They are earlier studio studies, not captures of today's combined game, and the bright inlays and flat eye cores still need refinement.

Update, 07:10 KST: the combined game now launches and advances through the ordinary input path. A short automated check released five paid player and opponent actions using the court's actual material sources. The third image is from that run. It also exposed movement samples that dip below the floor, stone left overlapping an opponent, overlapping status text and slow rendering. The first cold 1080p run had a median frame time of about 98 ms, far from the target. This is a working integration checkpoint; a full match, save/load check and playable release are still ahead.

Inside the work

October 2 TERRA painting and Godot studio comparison with a warm mineral shell and green inlay
Work in progress October 2 appearance study, included for context. The original rectangular eyes remain; the pale core and bright textured inlay need refinement. This is not a capture of the new combined game.
October 2 MAGNUS painting and Godot studio comparison with a dark mineral shell, minus and plus eyes, and blue inlay
Work in progress October 2 appearance study, included for context. MAGNUS keeps its dark shell and original minus and plus eyes. This still does not demonstrate magnetic forces, AI or current gameplay.
October 3 ordinary game with TERRA, BLAZE, a raised stone wall and the universal controls on the court
Work in progress October 3 ordinary game during a short automated input check. Five paid actions were released. Movement, overlapping status text and frame time still need work; this is not a full-match or playable-release result.