drive-between-the-lines/src/render
dejvino 563ee66dcd Hold on the wreck before moving the player
Cutting straight from the crash to a base three hundred metres away
read as a bug rather than as a death, and the one moment in a campaign
worth actually looking at was the one moment the player was not allowed
to see it.

The run now ends five seconds after the car does. Control goes; the
camera leaves the bumper and climbs away to sixty metres, turning
slowly, until the street, whatever was hit and whoever is standing
around watching are all in frame. The point of the shot is not the car
- by then the car is a fact - it is *where* this happened, which is the
thing you have to drive back out to.

The world keeps running underneath it. A death cam over a frozen world
is a screenshot, not a moment. What stops is the driver: no throttle,
no board, no overhaul, and no quietly finishing the job by virtue of
having stopped moving on top of the target.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 07:57:11 +02:00
..
markers.ts Make the running game inspectable, and stop the beacons swallowing the view 2026-08-07 15:38:27 +02:00
scene.ts Hold on the wreck before moving the player 2026-08-09 07:57:11 +02:00
units.ts Patrols everywhere they should be, and concrete that has to be poured 2026-08-07 21:14:19 +02:00