INSIDE OUR ENGINE

The project in motion.

Real clips from the game we are building: movement, shooting and combat. Each clip identifies what already works and what is still in development.

Looping videos at 60 fps, without audio. Downloadable GIFs at 50 fps. Same capture, more frames, no interpolation.

60 FPS · ENGINE CAPTURE

Walk, jump, land.

X changes direction, jumps and lands in an open section of the test map.

What this demonstration proves

The capture records horizontal movement, ascent, descent and landing, without losing health in this section.

The fidelity of some poses is still under review. This clip does not complete every animation transition or wall control.

Download GIF · 50 fps3 seconds · no audio
60 FPS · ENGINE CAPTURE

Ground dash.

A short dash shows the speed change and return to a standing pose.

What this demonstration proves

The engine trace confirms a grounded dash state, faster movement than walking and a stop after releasing the input.

Dash jumps and wall interactions have their own criteria and remain under review; they are not demonstrated in this clip.

Download GIF · 50 fps2 seconds · no audio
60 FPS · ENGINE CAPTURE

X-Buster in combat.

The basic shot meets an enemy during traversal. The clip also shows X reacting to contact.

What this demonstration proves

The trace contains Buster projectiles and an enemy health reduction from 4 to 3 when the shot connects.

Impact direction, damage animations and other projectiles still have open tasks. This is an example of combat in development.

Download GIF · 50 fps3 seconds · no audio
60 FPS · ENGINE CAPTURE

Homing Torpedo in action.

X uses a special weapon: the torpedoes change course to hit the enemy ahead.

What this demonstration proves

The engine records Homing Torpedo and two health drops for the same enemy: 4 → 2 → 0. Both hits occur within this clip.

Weapons are unlocked by the test scenario. The clip does not prove campaign acquisition, charged behavior or the full damage table.

Download GIF · 50 fps3 seconds · no audio

These clips show the project's engine, not a recording of the original game in an emulator. A short demonstration does not represent a finished stage or campaign.

See enemies and open tasks →