TERROR FROM BELOW / BUILD 0.7.1

Characters, weapons, effects, surface materials and all audio are built
with Fafnir's procedural mesh, material, image and synthesis APIs. Hospital
sign lettering uses bundled PNG textures. The website's
separately labeled concept key art is not part of the game or trailer.

EXAMPLE TECHNIQUES ADAPTED
Ant Splat: separate gaster/petiole/thorax/head; opposing tripod gait;
independent jaws and antennae; shot recoil with rapid kick and settling;
spent brass, muzzle smoke, material-specific impact and insect sounds.
E1M1: independent transient, body, mechanism and reflected tail for guns;
layered crunch/pop/fizz for creatures; deliberate shotgun pump timing.
Voidmouth: synchronized music stems and contextual live channel mixing.
These techniques are reauthored for this game's 3D geometry and score.

IMPLEMENTATION
insect_art.tl: rounded body geometry, tergite seams, compound eyes,
antennae, toothed mandibles, twelve walk/attack limb poses and curled death pose.
weapon_art.tl: independent carbine receiver, magazine and bolt; a separate
pump shotgun with its moving fore-end; supporting gloved arms and iron sights.
surface_art.tl: deterministic microrelief, albedo and roughness for shell,
metal and polymer. These are generated at load and retained.
combat_audio.tl: four rifle/shotgun/impact variants, reload actions, brass,
footsteps, insect skitter, heavy calls, acid, alarms and room ambience.
music_kit.tl / score.tl: original composition BELOW THE WARD.

SCORE
48 seconds, 120 BPM, D minor with flat-second tension and an A-major turn.
Original synthesized kick, snare, toms, metallic percussion, bass, string-like
voices, low brass-like voices, pads, risers and impacts. Stereo placement,
filter envelopes, distortion, room reverb and deterministic noise are rendered
inside the engine. No samples, external music generators or licensed tracks.
The trailer arrangement reserves space for opening tension, two intertitles,
a mid-cue drop, a heavier final passage and the title impact at 44 seconds.
Gameplay uses synchronized ambience and action stems, with action volume
following the live enemy count. Master and music volumes are adjustable.

RECORD
TFB_TRAILER=1 fafnir run . --seed=7 --no-reload --record=trailer.mp4,to=1440,fps=30,audio=keep_wav
The director stages real encounters and camera shots. Fire, impacts, enemies,
weapon animation, score, mix, text and cuts are rendered by the same engine.

WEIGHT AND SURFACES / 0.4
motion.tl owns frame-rate-independent acceleration/braking and damped
weapon, footstep, landing and impact springs. They do not change aim.
Melee commits after a visible wind-up and has one damage window. Fatal
hits produce collision-aware body travel and one grounded impact event.
Surface maps carry chipped paint, recessed grout, pitted shell, fabric
weave and spatially varying roughness. hospital_detail.tl adds broken
ceiling panels, conduits, fragments, grime and cracks.
The website and engine title share the SIL OFL Metal Mania wordmark.

TEAL AND LIGHTING / 0.5
All game implementation and tests are Teal, with concrete shared records
in types.tl and typed module interfaces. Fafnir performs Teal checks before
loading or exporting the game. The engine still runs compiled Lua.
lighting.tl places the flashlight behind the camera eye plane and aims it
along the view direction. lighting_test.tl protects this relationship
across yaw and pitch changes. Reduced bloom preserves intentional muzzle
flashes while avoiding excessive glare.

CREATURES / 0.5
anatomy.tl defines six jointed legs, two mandibles, body hit volumes,
shared pose transforms and exact ray/capsule intersections. insect_art.tl
builds cached per-limb walk, attack and writhing meshes; surviving legs
remain animated independently after dismemberment. The body keeps its
separate material slots for shell, joints, eyes and mouthparts.
dismemberment.tl owns limb health, support loss, severed fragments and
collapse. simulation.tl routes real rifle rays and shotgun pellets to
those targets; the trailer uses that same firing path. Tiny bugs use a
quarter-scale silhouette, crawlers .88 scale and brutes 1.48 scale.
Limbs remain procedural development art, not a claim of concept-art parity.

ORGANIC SHAPES / 0.7.1
organic.tl constructs swollen longitudinal profiles for leg segments and
tapered cubic curves for hooked cuticle growth. Hook roots start embedded
in the shell, flare gently, and recurve in a direction derived from the
local surface and limb axis. The gaster is fuller, its shell seams follow
the new profile, and its hit volume is enlarged to match. Creature reveal
cameras show more of the body from a three-quarter angle.

BUILD 0.7.1 MOVEMENT AND EFFECTS
Size-dependent surface routes traverse solid ward walls and ceiling, with
rounded transitions, overhead sound and a pause/dust cue before dropping.
Two lost legs on either side break a climber's grip. Brutes stay grounded
with slower acceleration and turning. A 24-pose alternating tripod gait
uses linear stance travel and eased lifted recovery tied to distance.
Directional ichor, shell chips, floor/wall/ceiling stains and landing dust
are bounded independently of combat. Eight-player online co-op remains
a documented target; this build remains solo with AI companions.

TRAILER OPENING REVISION
The first eight seconds now use one continuous retreating camera and
an approaching ant, with steady practical lighting and a restrained
camera lamp. The periodic 70-percent fluorescent intensity drop and
four-second scene reset are removed.
