#gamedev #survivalgame update:
Today I wired up the #toxicity system — a slow-burning threat that ramps over time. Once it crosses a threshold, it starts chipping away at your health. Not instant death, but a steady pressure -- you need to move if you want to survive! I like that it creates tension without being loud about it.
To make it felt, I added a screen tint that grows more intense as toxicity rises. Started with a ColorRect, but #godot4 threw some layout curveballs, so I switched to a Panel. This sort of visual feedback feels more straightforward than timers and alerts.
Also dropped in a proper death condition: when health hits zero, you get a loss screen and a reset button. And on the flip side, walking onto a coastline escape tile brings up the win screen.
Lastly, I cleaned up the HUD — health, odor, and toxicity now track and reflect everything in real time.