spaceship/world
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Loïc Wisniewski d455361328 #125: slow the prologue down, and give the breach a real black hole
Five things, all of them "this happens too fast or looks too thin".

PACING. Every beat had a completion test that could be satisfied while the
guide was still mid-sentence, which is why everything landed seconds after
the thing before it. Beats now have a FLOOR as well as a deadline - a
minimum length - and a beat whose point is the guide talking will not end
while a line is still on screen. One rule in one place rather than tuning
each condition. The run is 3400px instead of 1500, which at cruise was about
four seconds, and a held line is 6.5s instead of 4.5.

THE CONVOY. Escorts at the four corners of a box, holds packed in the middle
of it, roughly three times the spread of the fleet's own wedge - this is
freight under guard, not a fighting formation. CONVOY and CONVOY_FORMATION
pair index-for-index, which is all it takes for spawn_ships to seat the guns
on the outside, and the test pins that every hold sits further in than the
furthest-out escort.

THE DIALOG. Cut corners, brackets holding the short edges open, a tick strip
along the bottom and a caret in the corner - geometry rather than art, so it
scales with the banner and costs nothing.

THE BREACH. It was a few lines turning around a point. It is now two halves
driven by one number: DimensionalBreach, a growing black hole out in the
world built on BlackHoleVisual's idiom - empty core, counter-rotating arc
segments hotter toward the centre - with infalling streamers it does not
have, because a planet's disc is steady and this one has to say "now"; and
breach.gdshader over the top, bending the ACTUAL SCENE around it. Ships,
rocks and the starfield all get dragged in, which is most of what makes a
hole in space read as a hole rather than as a decal drawn on one.

Inside the horizon the shader samples nothing at all - the same decision
BlackHoleVisual makes, for the same reason: a black hole with something
visible in the middle stops being one.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 13:25:10 +02:00
..
Asteroid.gd #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
Asteroid.gd.uid #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
Asteroid.tscn #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
AsteroidField.gd #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
AsteroidField.gd.uid #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
ExplorationTracker.gd #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
ExplorationTracker.gd.uid #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
IntroDirector.gd #125: slow the prologue down, and give the breach a real black hole 2026-08-24 13:25:10 +02:00
IntroDirector.gd.uid Add the .uid files Godot generated for the newest scripts 2026-08-24 12:10:41 +02:00
Main.tscn #125: slow the prologue down, and give the breach a real black hole 2026-08-24 13:25:10 +02:00
Starfield.gd #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
Starfield.gd.uid #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
WorldGen.gd #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
WorldGen.gd.uid #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
WorldMap.gd #108: the prologue - the convoy, the ambush, and the breach 2026-08-23 20:59:12 +02:00
WorldMap.gd.uid #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
WorldMapContent.gd #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
WorldMapContent.gd.uid #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00