First proper playable pass of the vault system. Not just a number on a ledger — an actual room you walk into, with visible stacks of the things you’ve stolen. The prop artist rigged a gold-bar primitive that scales with inventory, so if you’ve had a good week the pile literally overflows the bins. If you’ve had a bad week, you can see exactly how much bad week you’ve had.
What works
- Inventory → visual prop pipeline is one-way and fast.
- Stealing something triggers an arrival animation from the correct cardinal direction. Not negotiable. Stole it from Singapore? It comes in from the east stairwell.
- Minions visibly react when they pass the vault door. Some pause. Some do not. We are not saying which.
What does not
- The “insurance investigator” NPC keeps clipping through the floor. He’s supposed to fall through in scripted ways, not always, not visibly.
- Lighting on reflective gold is blowing out on a couple of GPUs we care about. Patch in flight.
A vault that is merely a number is a spreadsheet. A vault that is a room is a trophy. We are making trophies.
End of transmission.