📅 Jan 17, 2026🧪 Build: Development#World #Combat #AI
A placeholder forest level has been created to establish scale, atmosphere,
and traversal flow, alongside temporary music to test in-game mood and pacing.
This update also focused on stabilising enemy behaviour and improving combat feedback.
New placeholder forest environment added for early world-building tests.
Background music integrated to evaluate tone and immersion.
Enemy AI logic revisited and multiple state machine bugs fixed.
Weapon slash effects added for one-handed, two-handed, and dual-wield combat.
What’s next
Visual polish pass on forest assets
Further AI behaviour refinement
Hit feedback and impact tuning for melee combat
Refining inventory and equipment systems.
📅 Jan 15, 2026🧪 Build: Development#Inventory #UI
Weapons and armor now can be equipped on player character.
Items in inventory can now be displayed via their respective icons.
Equipped items now show on the display character and the player character.
What’s next
Damage scaling on level-up
Equipment-driven stat recalculation
Refining inventory and equipment systems.
📅 Jan 14, 2026🧪 Build: Development#Inventory #UI
Weapons and armor now can be equipped on player character.
The issue now is that the armor data does not properly remove itself from the equipment slots.
Items in inventory can now be displayed via their respective icons.
Equipped items now show on the display character and the player character.
Updated weapon initialization logic to work with equipment systems.
What’s next
Damage scaling on level-up
Equipment-driven stat recalculation
Enemy AI State Machine Stabilized
📅 Jan 13, 2026🧪 Build: Development#AI #Combat
Enemies now reliably transition between chase and attack states.
This resolves an issue where enemies would freeze or spam attack animations.