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Devlog

Dev journal

Something seen in play, why it happened, and what we built.

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WreckwingAn elevated freeway for the wide cityAn elevated freeway that curves out past the city, with cloverleaf ramps you can merge from, built to the numbers real freeways use.Dev journal · 3 minWreckwingFire and smoke, picked from comparison videosOver a week we steered fire and smoke from four reference stills to a pick between side-by-side clips, and each change was measured for cost.Dev journal · 4 minWreckwingPonds, a community pool, and better splashesPark ponds that drain into craters, a community pool, and a splash redraw after the first spray read as steam and paper.Dev journal · 4 minWreckwingTurning rubble eruptions into secondary explosionsRubble piles sometimes threw pieces into the air for no reason. Instead of suppressing the glitch, we turned it into a gas-line explosion.Dev journal · 2 minWreckwingThe game's ads, and billboards that tear and glitchEvery billboard in the game's cities carries an invented ad. Here are some of the 110, still and animated, and how a board tears and glitches.Dev journal · 5 minWreckwingHow tall towers collapseA 160-story tower fell as 41,884 loose pieces, then like it was melting. Secondary blasts and a lean fixed that, and a week later we found three faults.Dev journal · 4 minWreckwingCracked pavement as a layered materialCraters used to turn paved ground into dirt cell by cell. Pavement is now a layer that cuts, throws slabs and curbs, and cracks around the crater.Dev journal · 3 minWreckwingThe first dogfight playtestOur first night flying the city dogfight produced a list of faults, each with a proposed fix. Shields, a missile lock-on and a juke were built overnight.Dev journal · 3 minWreckwingFly low: why the ceiling is 2.5 storiesWe flew the sandbox at no more than about 2.5 stories, found it far more dynamic, and made that the dogfight's ceiling. The city changed to fit it.Dev journal · 3 min