Collector devlog

Collector in Godot

The fighter, phone controls, local duels, and contact checks now share one Godot foundation.

Collector running in Godot with the Gladiator sword, white slash artwork, and combat contact geometry aligned during an attack.
Sword, slash, and contact geometry in the current local Godot build. Art and reference animation: Vit

Most of this update is simple: Collector is becoming a real Godot game.

The current build has the Gladiator moving, attacking, guarding, dashing, and countering with phone controls. It runs on my iPhone, and there’s now a local friend-duel loop where two players can ready up, fight a round, rematch, and reconnect.

The stubborn part was keeping the animation and the fight honest. A sword can look smooth while the game thinks the hit happened somewhere else. I rebuilt that connection so the pose you see also feeds the contact check, while the transition system only smooths parts that are safe to smooth.

This is the version of Collector I’m building forward from. It still needs a public Godot host, a real two-phone match, and more hands-on phone time.

Current attack transition at normal speed. Art and reference animation: Vit