Bars or Badge / Games
Bars or Badge: injuries connect the record, the body and its movement
Injury work ties consequences to the affected character and develops the visible casts, clothing and movement that represent them.
Work covered: Sep 25, 2026 – Oct 7, 2026
An injury should not stop at a notification
The September work made a broken hand a fracture on the game’s injury chart and added an injury channel to the player’s own figure. The important change is continuity: an event can affect the recorded condition of the character and the representation that the player sees afterward.
The body and clothing need to agree
Subsequent work addressed casts, splints and sleeves, including how a sleeve sits over a cast without creating broken layers. Characters arriving with an amputation also required body-specific work. These are separate visual problems from changing a status value; a correct record can still be represented badly if the model or clothing ignores it.
Movement must use the actual condition
The October motion review included limping and the state left by earlier encounters. Test cases had to recognize that a character could already be affected before the next exchange began. That keeps the check focused on what the new event changes instead of assuming every participant starts uninjured.
Progress with remaining visual work
The records show implemented injury state and multiple rounds of visual and motion correction. They also document unresolved motion cases, so this article does not announce a fully accepted injury-animation system. The milestone is the connection between consequences, persistent character condition and visible presentation. It describes fictional gameplay, not medical modeling or advice.
Explore the product
Based on dated development and release records from September 25–October 8, 2026. Availability and acceptance are stated for the recorded milestone.