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January 19, 2026

Combat system polish and banking

Almost done with the combat system upgrades!

On top of the basic combat system there's now:

Temptations. These can be triggered by projectiles and area of effect abilities. They will cause the player to be unable to attack and move towards whatever is tempting them. The tempter also has the ability to tease and taunt the player while they are being tempted

Grapples. These are more up close animated scenes where the NPC is interacting with the player and the player has the option to push away or let the scene play out. These scenes also now support NPC dialogue based on how long the player has stayed in the current grapple. Grapples can also escalate or change over the course of combat. The NPC might become more vigorous as the player loses to the lower level grapples.

Narrative scenes. These can be caused if the player doesn't break out of a grapple in time. These are full on dialogue tree scenes that will support everything that normal dialogue will (branching choices, skill checks, vfx, etc). A narrative scene also isn't necessarily the end of combat! This will depend on the NPC and the scene that is played but combat might resume after the player has been teased and tormented by the NPC, they might have a few extra status effects to deal with for the rest of combat though.

Defeat narrative scenes. If the player completely succumbs to their opponent then it will trigger one of these scenes. These support full dialogue tree scenes and all of the bells and whistles.

Post defeat consequences. I'm hoping to finish these up either today or tomorrow. Usually when the player is defeated and falls victim to one of the defeat scenes they'll end up being overwhelmed and the screen will fade to black, some time will pass and then they'll respawn someplace. The post defeat consequences will fill the player in on what happened during the time the screen was faded out. The plan is to support things like how much time has passed, has the player lost any money or items, is the player suffering from any lingering status effects, and where is the player respawning.

The imp girl will be the first NPC to have all these scenes fully supported and scripted and over time I'll be adding this functionality to other NPCs in the game.

The Banking System:

The screenshots at the top are the early rough block-outs for the bank in Redtree. I'll do a proper art pass on things once I get the time.

So banking! Deposits, withdrawals, and balance statements are now supported. The player will just need to enter the bank and open an account. There will also an Elite members account system that will allow the player to take out loans for larger purchases as well as other more intimate and personal interactions for the player from the banking staff. (I'm still working on the naming and mechanics for the Elite members account. And I'm looking at Animal Crossing and how they handle the basic account vs. the house repayment account)

This is going to tie into the things like gates tolls and tax payments and permits that the player might be subject to. By holding a bank account they'll streamline that experience and have something similar to a "fast-pass" that will draw directly and automatically from their account. (I just need to hook up this up to the gate guards on the major roads)

I think that's about it for this week. Nothing super fancy to show off with screenshots yet as most of this stuff is under the hood work.

Comments (3)

k
kakasplash 360 · July 9, 2026

Hi Dev I would like to get in contact with you as I have encountered a bug on build (1.15.12). When reloading my save near the guard watchtower near monastery and the potion seller my game only shows floating trees in the image and a building foundation. Is there a way to fix this?

T
Tacopete · January 19, 2026

Sounds like a massive improvement. Looking forward to it.

s
slaen · January 26, 2026

Yeah, I really hope so. At the very least it'll make combat more interactive. But I'm hoping it turns each encounter into almost a dedicated h-scene from beginning to end by itself. I've still got a lot of pieces and polish to do but it's getting there!