It’s been a focused couple of weeks working through some core systems, and I wanted to log where things stand now.

The project is slowly starting to feel more like a game rather than just a prototype with disconnected parts, and that shift is exciting — but also exposing all the details I now need to address.


HUD and UI Integration

I’ve added a proper HUD to the browser prototype. It’s basic, but functional, and it now shows:

  • Player HP
  • Pet HP
  • Tile and turn information
  • Exploration %
  • Minimap
  • A toolbar for abilities

Having the HUD in place makes it much easier to visualize game state and start thinking more clearly about player experience and flow. It also gives me a clear structure to build on top of as I develop more systems (inventory, alerts, effects, etc.).


Player and Pet Core Mechanics

Right now, I have the player and pet working as distinct entities. The pet moves independently, stays within a limited scout range, and has its own vision radius and health bar. I’ve wired up a handful of basic abilities — nothing final, but enough to prototype how actions and cooldowns will work.

These include:

  • A directional movement buff
  • A simple vision pulse
  • A basic healing or defense action
  • A placeholder slot for unique archetype abilities

So far, all actions are turn-based and click-triggered through the toolbar, though I’m still deciding if I’ll stick with that long-term.


Archetypes: Early Design Work

I’ve started planning out six different character archetypes. These won’t just be visual differences — they’ll define how the player interacts with the map, with their pet, and with enemies.

Each archetype will eventually include:

  • Unique stat distributions (movement, vision, stamina)
  • A specific pet relationship model (linked, autonomous, reactive, etc.)
  • Different starting abilities
  • Some kind of passive trait or modifier that shapes how the player approaches each run

The idea is to offer multiple ways to play the same mission structure, depending on your approach to risk, exploration, and visibility.


Why Browser First

I’m still working inside the browser-based HTML prototype — not because Unreal Engine isn’t a priority, but because it’s much faster to test systems here and iterate without friction. I’m planning to move into UE5 once I have a rough but functional loop: one full player archetype, a few mission triggers, basic enemy logic, and the pet fully integrated.

The hope is that by the time I shift to Unreal, I won’t be figuring out mechanics — just building them in 3D with more polish.


More soon as I keep refining the archetypes and begin building enemy behavior. The project continues to grow piece by piece, and each time I get one system working, it makes the next step more tangible.

—B.
Afro-Future Rising

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