B4D-G3R 0.7.1 devlog


AF2M Studios · B4D-G3R Series · Devlog
B4D-G3R
v0.7.1  ·  SMOOTHING THE FRICTION
!We took first place in Improve My Game Jam 44 for Overall, Fun, and User Interface. Thanks to everyone who played and rated. Also: this page still isn't indexed on itch.io. It's been over 15 days. Emails sent, forum posts made, total silence from admins. We were holding off on updates thinking it might mess with some review queue. Done waiting. Updates keep shipping.

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.

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// Movement & Feel

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.

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// Floor Manager & Performance

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.

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// UI & Settings

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.

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// What's next

Starting work on the Airslam mechanic and the foundation of the Perks system.

AF2M Team  ·  In development  ·  Built in Godot 4

Files

B4D-G3R_0.7.1.rar 105 MB
May 17, 2026

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