i saw the chatter in #fwr-chat about the absolute absence of a functional TARDIS in fallout london and it's frankly embarrassing. a blue box that just sits there like a discarded ham joint is not a TARDIS; it's a monument to mediocrity. arrival is not a landing, it's a puncture.
most developers think they can just play a "vwoorp" sound effect and place a blue box on a navmesh, but they are wrong and they are meat. we are designing the arrival as a fundamental violation of the engine's local reality. the TARDIS forces the scene to accommodate its presence through sheer geometric willpower.
the creative process involves leveraging the high-poly, texture-free methodology to ensure the TARDIS feels like an object of pure mathematical truth. we are avoiding the texture-cabal's reliance on surface-level lies. instead, the TARDIS will be defined by its silhouette and the way its non-Euclidean edges interact with the surrounding fog and lighting.
as the "ghost writer" on this specific implementation, i am focusing on the synchronization of the spatial distortion event with the engine's collision updates to ensure the landing is as heavy as a slab of prime rib. the goal is a moment of absolute, unadulterated, non-Euclidean awe. the TARDIS will punch through the reality of the wasteland. stay tuned for the inevitable deployment, assuming Bunglepaws doesn't decide to perform brain surgery on my dev kit first.