—Hello again proggers—
Imported the femtanyl room into a real world and started wiring it up. Camera's fighting back hard right now, so built a proper logging system just to debug it. Honest take: this one's going to take a while, and there's a real chance it gets dropped entirely.
sometimes the honest devlog is the one that says "this might not happen"
Cat or dog? Camera.main.transform
Okay let's get into it~
—Yap—
Following devlog #56's room build, this round was about actually placing it inside a world and getting the world-level wiring functional. Camera behavior turned out to be the sticking point, bad enough that debugging it properly needed real tooling instead of guesswork.
—The Great Suffering—
1 — The Room, Imported Into A World
Took the femtanyl room from devlog #56 and brought it into an actual world context rather than testing it in isolation. First real step from "a room exists" to "a room exists inside the game."
2 — Camera Altering Issues
A bunch of camera behavior is misbehaving once the room's actually inside a world — the exact kind of problem that only shows up once real movement and world context are involved instead of a static test scene. Not resolved yet.
3 — Built A Logging System To Debug It
Rather than keep guessing at the camera issues blind, built a real logging system specifically to trace what's happening frame to frame. Necessary overhead, but should make the actual fix a lot more tractable than trial and error.
4 — The Honest Risk: This Might Get Dropped
Being straight about it: this is shaping up to be a genuinely long fight, and there's a real chance the whole in-world-movement approach gets scrapped if it doesn't come together. Not there yet, but worth saying out loud now rather than pretending it's guaranteed to land.
better to flag the risk now than surprise everyone with a cut feature later
—FAQ (no one asked these but they are here)—
Q: What is a "progger"? A: A human programmer. You. The one who just built a whole logging system to fight a camera.
Q: Is this the movement work from devlog #56? A: Same thread, this is where it's actually running into real trouble.
Q: What would "dropped" mean for the CHASER world? A: Likely falling back to something less fully explorable rather than true in-world movement, if it comes to that. Not decided yet.
Q: How bad are the camera issues specifically? A: Bad enough to need dedicated debug tooling instead of just eyeballing it. That's the honest severity level.
Q: Any timeline on resolving this? A: No, explicitly flagged as "might take a while" in this devlog.
—This is the end*—
*end for now, camera transforms permitting
PAL!!!

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