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November 4, 2026

Momentum :)

Padded Armor
Color sets! In theory I'll start doing this for most of the player armor sets moving forward. They're relatively quick to make and I think this will keep the visual quality and style consistent compared to added a dye system in. There's still some backend stuff I need to do to fully support these but once that is done I'll add them to the loot tables.

Sewer Dungeon Blockout
I think I finally have a decent workflow down for dungeon design (I hope). The first thing I did was make a rough outline for the content of the dungeon. Things like where encounters would go, what mechanics I wanted to use, what the story of the dungeon would be, and how it fits into the larger exterior world. Then figuring out the main points of interest for the story and content beats, gathering reference images, sketching out the quick layout on paper, and then blocking things out in 3d and dropping them in game. There was a decent amount of iteration getting the scale and feel of things right once I was able to actually run around the spaces. These are all currently disconnected separate rooms in game so the next step will be connecting them together with hallways and then doing the art pass with the dungeon tiles I was working on last week.

Blacksmith Minigame
I've been meaning to go back and fix this up for forever at this point. I'm pulling ideas from the Fable 2 job minigames and combining that with a bit of the Sims Medieval to flesh things out a bit. These will be optional and not super in depth but will be a way for players to make money, chill, and possibly raise affinity with their boss. Currently I have the base mechanics and a super rough UI in place but I'm hoping to have something playable in place for this next build.

Stealth Animations
Almost forgot to mention these! Still chipping away at these. I'm on the second pass of the base idle and movement animations and testing them out in game. I'm guessing there will be a bunch of balancing that needs to be done with stealth movement speed and NPC detection and stuff.

Alright, back to work :)