CrashLine Devlog #3 – September 17, 2025
Cameras, leaks, guilty pleasures - and an executable you can try!.
Download Crashline.exe - Devlog #3 here
Controls & Camera
Big news: I nuked the old controls and camera system and rebuilt everything from scratch.
Feels better, plays better, looks better — but hey, you decide.
Right now it’s controller-only:
- Right trigger = forward
- Left trigger = instant 180 spin (because who doesn’t love panic turns?)
- A = pew-pew (shoot)
- Left stick up/down = vertical movement
- Left stick left/right = lateral strafing
Basically: flying in a 3D world while pretending it’s still a side-shooter.
Trackside / Viewport Adventures
So I was just working on the camera… and somehow ended up building an entire racetrack big-screen system. You know, the ones that follow racers with dramatic close-ups? Yeah, those.
And then it escalated: neon overlays, startup sequences, live HUD elements, racing tickers, racer numbers, multiple cams… The whole TV production crew moved in. Viewport textures in Godot? Let’s call it an adventure. Painful, enlightening, and slightly addictive. But learned a lot here.
Engine Health & Props
There was a memory leak lurking around, so I built a GamePerformanceMonitor to hunt it down. Found the culprit, squashed it, and left the monitor running — now the engine purrs like a cat (if cats purred in binary).
Oh, and I tossed in some props. No, they’re not to scale. No, they don’t make sense. Yes, they make the world feel more 3D, so they stay.
That’s it for this devlog. at the top you’ll find a “playable” build.
Please: focus on handling and camera — that’s where the magic (and chaos) lives right now.
And again: Any comment is welcome..
-Robert