← Project dashboard Battle 1 ↗MECHANICS LAB · EARLY BUILD

The first arrows are flying

Start inside the archer’s ring, hold, pull back opposite the firing direction, then release.Aim using the sliders and fire, or touch and pull back on the field. This isolates recovered ballistics; it is not the original campaign.

RECOVERED BALLISTICS / ORIGINAL TEST ART33 Hz simulation
Ready to test. Targets use level-one medium grunt, tall-grunt and archer health. Hitboxes are diagnostic placeholders.
33 HzRecovered authored simulation rate
0.3Gravity · pixels per tick squared
22.8Maximum launch speed · pixels per tick
248 / 248Internal tests passing · no live parity claim

What is implemented

Independent JavaScript using recovered drag scaling, gravity-before-movement integration, immediate launch displacement, endpoint and midpoint collision sampling, the basic 30-frame firing cooldown, and base-arrow damage variation against recovered troop health/resistance. Fixed-step simulation is tested across seven rendering rates.

What is still different

  • Full terrain, unit AI, animation, damage reactions and campaign are not implemented
  • Target placement, rectangular hitboxes and artwork are new diagnostic fixtures
  • Input is sampled at 33Hz; circular button edges and live Flash comparison remain unverified
  • Damage uses a reproducible test seed, not the original Flash random generator