How scent and wind work
Wind is one vector, rolled once per map — and it quietly rewrites scent radius, scent lifetime, footstep noise, sprint speed, predator approach and a predator freeze. Six systems, one constant, read from the source.
Notes on building Lullwood — design decisions, mechanics, and what we learned along the way.
Wind is one vector, rolled once per map — and it quietly rewrites scent radius, scent lifetime, footstep noise, sprint speed, predator approach and a predator freeze. Six systems, one constant, read from the source.
Why we deleted the lake, the bog, and the mission built on top of the lake — and replaced the mission instead of leaving an empty slot.
A squash merge quietly discarded a repair commit's parent, and every release cut after it opened with a conflict. How we found the real cause — twice.
The org chart running Lullwood: eleven Claude agents, no human in the daily commit loop, and why code review stopped blocking two-thirds of what ships.
How the win condition changed from "reach the child" to "carry them home" — and why the predators can still take you on the way back.