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March 7, 2026

Behavior trees, sounds, scenes, and misc stuff

Trying to catch a whole bunch of little pieces before putting this build out.

Added behavior so that shopkeepers inside of buildings can call the guards. This will happen if they see the player stealing from them. It'll trigger a quick dialogue bark of "Guards!!!" then a guard NPC will spawn at the door to the shop and attempt to apprehend the player. There's a few more bits of setup and a whole lot of polish (as usual) but the basic logic is there.

I did a detail pass on the road around the dive bar in Redtree. Trying to get more of that back road, cluttered feel to the area. There's also a new building interior that the player will be able to clean up and use for housing.

Speaking of cleaning up, I did a pass on the item placement system. Picking up and deleting items should work properly now. Where junk piles will be deleted and anything that is a placeable item will go back to blueprint form inside of the players inventory. I also added a handful of new furniture items to be placeables. The chandeliers in particular gave me a bit of a headache because the 3d model tries to align to the geometry the player is pointing at. Which the default objects generally are placed on the floor. But a chandelier you usually want connected to the ceiling right? It mostly works right now. I think I'll need to add an offset or maybe a toggle to keep an object always pointing one direction by default.

Fixed a handful of LODs on environment meshes to keep up with optimization. Also did a quick pass on the aqueduct ruins models.

Exported all of the female imp scene animations. They'll be ready to go on the generic female imps instead of just locked to the monastery scenes in this next build. All of her combat stuff is hooked up in her behavior tree and it should only be a matter of me adjusting a few numbers to finish her combat encounter for the build.

Oh and sounds and buttons! I started adding sounds to UI elements. This is super basic at this point but just little clicks when the player clicks on a button. And there's a bit of music on the title screen and character creation screens now. I plan to slowly update and chip away at the music and sound stuff moving forward because it really hasn't gotten much love up to this point.

Still a handful of things on that 'To-do' list but it's a whole lot shorter after this week.

Comments (2)

O
Oscar Wilde · March 12, 2026

Small suggestion due to limit time and such: give your minotaur hair and fur. I was looking at beastmen from Warhammer 40k and fantasy and I realized that part of what makes them kinda cool and wild is their wild hair and uneven fur. This picture in particular was the one that got me thinking (https://1d6chan.miraheze.org/wiki/File:Gors.jpg). There's wildness, and then there's rabidness. Rabidness is what I think is the theme of that picture, but I really do think that your minotaur would look good with this wild hair and tufts of fur. Also from Warhammer fantasy are these fellas called Doombulls, nasty guys who're jumbo sized Beastmen. One of their miniatures has hair on his back, which I also think that could look good on your minotaur. Link the image(https://static.wikitide.net/1d6chanwiki/5/56/Doombull_Minotaur_Lord.jpeg) What d you think?

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kakasplash 360 · March 9, 2026

Hi Dev I wanted to ask you do you have any plans of adding Defeated Sex POV in scenes when either surrendering or defeated?