Wow.

I really blinked for a second… handled life, responsibilities, work, everything that comes with trying to survive as a solo dev in this economy and somehow six months just disappeared.

That’s the reality of doing this alone. You don’t always get to move at the pace you want. Sometimes you’re building every weekend, sometimes you’re just trying to stay afloat. But the important part is: I’m still here, and the project is still moving forward.

Back in the Build

Coming back to the project after a gap like that is always a bit weird. You open the codebase and it feels both familiar and distant at the same time. But once I got back into it, things started clicking again pretty fast.

Collectibles System

One of the first things I added is a collectibles system.

This is a small feature on the surface, but it actually changes how the player moves through the world. Instead of just exploring for the sake of it, there’s now something to find, track, and accumulate.

The goal here is to build toward:

  • Resource gathering loops
  • Progress-based rewards
  • Exploration incentives

Right now it’s still simple, but it’s laying the groundwork for how players will interact with the world beyond just movement and combat.

HUD — Finally Working Properly

The HUD is now properly working, and honestly this is a big milestone.

Before, everything was kind of floating — stats existed, but they weren’t clearly tied to the player experience. Now I’ve got:

  • Health display
  • Energy / stamina
  • Basic UI structure for abilities
  • Cleaner layout overall

It’s still not final, but it’s functional and readable. And more importantly, it makes the game feel like an actual game when you’re playing it.

GLTF Avatar — Found It, Didn’t Fix It (Yet)

One interesting update — I finally got my hands on the GLTF avatar setup I want to use.

So technically, the character pipeline is there.

But…

Yeah, it’s not fully working yet.

There are still bugs around:

  • Loading
  • Rigging / animation alignment
  • Integration with the current system

So for now, it’s in that classic dev state of:
“It exists… but don’t touch it too much.”

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