B4D-G3R 0.7.1 devlog
This update is about sanding down the rough edges. Nothing new on the player-facing side, just fixing the things that were killing momentum when they shouldn't have been.
<!-- MOVEMENT -->Several physics and logic issues fixed to keep the flow consistent.
Wallrun intent: Added intent gating to stop accidental latching. Also fixed the state flicker that was happening at the corner where floor meets wall.
Slide polish: Players now transition into a crouch-walk when losing slide speed instead of hitting a dead stop. Slide SFX terminates correctly now too.
Slope logic: Fixed the hitch when moving up certain inclines. Carried over from the same ShapeCast work as last build but this one was catching specific angle ranges that slipped through.
Elevator lip: Removed the small geometry gap between the elevator and the floor that was catching players on the way in.
The transition between floors was causing lag spikes. Overhauled the whole thing.
Prebuild system: The next floor now assembles at a deep offset while the player is still on the current level. By the time the elevator opens it's already there.
Background navmesh: Navigation baking moved to a background thread. The 1 FPS stall during transitions should be gone or at least much less severe.
Staggered spawning: Enemy initialisation now spreads across multiple frames instead of all at once.
Camera snap fix: Fixed the orientation pop during floor swaps. The level now aligns to the elevator's real-time basis rather than a world origin reset, which was causing the camera to briefly point somewhere wrong.
Persistent settings: Settings now actually save between sessions.
Route line toggle: The OptiRoute and Kill Route leader lines and labels are now independently toggleable in HUD settings. ROUTE_LINES controls the lines themselves, ROUTE_LABELS controls the text callouts ("ROUTE OPTION: WALLRUN", "KILL ROUTE"). Both toggles available in main menu settings and the in-game wrist hologram menu, and both persist between sessions.
Starting work on the Airslam mechanic and the foundation of the Perks system.
Files
Get B4D-G3R
B4D-G3R
Helix Dynamics requires pilots to test the newly acquired B4D-G3R traversal unit.
| Status | In development |
| Authors | cyberbeep1337, Ape-rius |
| Genre | Action, Shooter |
| Tags | 3D, Fast-Paced, First-Person, Procedural Generation, Roguelite, Singleplayer, Speedrun |
| Languages | English |
| Accessibility | High-contrast |
More posts
- B4D-G3R 0.7.2 devlogMay 28, 2026
- the devlog that we should've been writing for months, but didn't.May 02, 2026
Leave a comment
Log in with itch.io to leave a comment.