Dev-log #3 - Cozy Weather - 06/09/2025
Hi folks, Alex here!
It’s time for our weekly devlog: every Saturday at 12:00 CEST I bring you the latest from behind the scenes: updates, fixes, new features, and a few visual treats.
It’s been a busy week for me, with lots of updates, tweaks, and new content. Here’s what’s new:
Village interiors – I’ve finished furnishing and laying out the interiors of the village houses. Placement, collision, and navigation data have all been cleaned up, and props are now correctly positioned: no more floating furniture! That issue should now be fully resolved.
Weather Material impacting the world – I’ve expanded the weather material system to make the world feel more immersive. Previously, only props reacted to weather. Now, the landscape responds too: surfaces become wet when it rains, dusty during sandstorms, and snow-covered during snowfall.
I’ve also started applying this system to characters, outfits, and weapons. It’s still an early pass, but everything in the scene now reacts to weather in a consistent way. I’ll continue refining it until it behaves exactly as intended.
Bugfix: the "Z" enemy targeting! - The enemy targeting wasn't working properly when using the "Z" key, that's now fixed! Apologies for missing it earlier, and thank you to everyone who reported the issue. It should now work as expected.
Guild stand in the village - I’ve started adding new side missions, along with a new main quest that becomes available after completing Sylveth’s storyline. This new quest will also introduce a new companion character who joins the player.
It will serve as the foundation for implementing the Morality System, both for dialogues and follower behavior. My goal here is to understand what's already functional in the current system and what still needs to be added or refined to support morality-driven branching. I mentioned this direction a few weeks ago on Discord and got positive feedback, so I’ll continue building it out in this way.
Combat System – I'm still actively working on the combat system. I’m aware it currently feels clunky and lacks fluidity, so my focus right now is improving Quality of Life.
First step: adding blocking via weapons, not just shields. After that, more weapons and animations are planned.
Visual and audio feedback (VFX/SFX) will also receive a full pass later on, as I know the current effects might still feel a bit too "cartoonish".
Thanks for reading today and for keeping the project alive with your feedback and support.
Founders still have access to the pre-alpha build and we will not take it down until a newer, stable build is ready. If you want to play what others tried, become a Founder and jump in.
Comments (1)
Everything sounds wonderful this is great news ❤️❤️❤️🔥
