The last two design-doc gameplay items land: - Road Rage: 90 s, wreck as many rivals as you can. They recover on their own (no hold_wreck) so the supply never dries up, and a 220 m leash teleports strays back to the road ahead of the player. Bronze/silver/gold at 4/8/12. - Oncoming: driving against the RacePath tangent while actually on the road (within 7 m of the line, above 12 m/s, heading dot < -0.55) trickles boost with a periodic toast. Runs in cruise, race and rage. Crashbreaker finally looks the part: layered Fx.explosion (70-particle additive fire bloom, rising smoke, 60-spark shower) inside a thin additive shockwave shell -- the old opaque orange bubble drowned the fire out completely, so it became a fast-fading front-culled dome instead. Plus a 0.8 camera shake. Menu is a title screen: FLUX-generated key art (battered sedan, flying hubcap, bridge, jacarandas -- the hubcap is canon now) behind a scrim, outlined golden title. Art prompt asks for no lettering; the plate gibberish is FLUX being FLUX. Smoke coverage for both mechanics. The oncoming test taught a harness lesson: setting global_position on a continuous_cd body SWEEPS it there, wrecking the car before the test began -- teleport via PhysicsServer3D.body_set_state. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
41 lines
931 B
Plaintext
41 lines
931 B
Plaintext
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