
Sqowopz // cutting deeper
RubbleVox got a GDExtension and loads instantly now. Rubble the project is gone. Overmass is stripped to a mech on a flat. The Red Faction Guerrilla with mechs pitch is officially the wrong target.
SQOWOPZ // DEVLOG v0.1
Honestly, no idea what I'm doing. Posting them anyway.

RubbleVox got a GDExtension and loads instantly now. Rubble the project is gone. Overmass is stripped to a mech on a flat. The Red Faction Guerrilla with mechs pitch is officially the wrong target.

AI made adding features cheap. That made deciding what the game is the only expensive part. BDL and Overmass are locked at scope; Overmass gets the polish from here.

RubbleVox got the rewind layer ported from RubbleRewind, then walked off the in-development grid. It ships as RubbleVoxRewind on the released page, heavier than its sibling but done.

Rubble's instant refresh had a one-frame seam. The AI said don't bother. I built RubbleRewind anyway: a snapshot-buffer rewind layer that ships as a tech demo and stays out of the actual game.

Stage 1 reskinned from city to desert. Stage 2 picked up a jungle. Why the swap, what it changes for combat, and what is broken about both.

Rubble's pre-destruction logic mirrored to RubbleVox in under an hour. Then asked AI why Teardown's voxels look unique. Answer: custom C++ engine by Tuxedo Labs in Malmo, architectural work no LLM can shortcut. First hard ceiling on the purely-prompted approach.

Pre-destruction state for buildings, baked into the voronoi pass. Tweaked in Rubble, mirrored to Overmass without a separate brief. Wave one no longer looks like move-in day.

How some guy with no code background ended up building games in Godot. AI as the missing teammate, scope creep as the architect. The first Sqowopz devlog.