Submissions from 2025-08-30 to 2025-08-31 (2 total)

Quick refactor now that it works well for the player depending on the damage moved it to the base class for actors

short breakdown

  • Moved death sounds up to ActorBase
  • Moved hurt sound system into DamageableActorBase
  • Now ANY actor gets both systems automatically
  • Added skeleton/bone sounds for future enemies

other stuff:

  • Installed new audacity version
  • learned how to use the interface properly
  • learned a bit about effects and now to normalize them and apply effects on them without breakin' em

Even added a specific sound for the death of the dog but im not really satisfied with that. tomorrow probably going to work on the other feedbacks and actual gameplay stuff - a single day on sounds was enough for this month, otherwise might work on a the side project i got a match3 game I've been making w/ a friend 🔧

The time reality:
Finding dog-specific sounds... That's days of work, not hours. also I find it not hard to stay on this specific type of task for some reason they just don't flow for me, I'd almost even say they kinda break momentum but since they were part of the feedback i got on it rather than delay it further 🤔

Hey everyone! 👋
Today’s update is all about laying the foundation for quests and NPCs.
Note: The quest and vendor systems are not interactive yet—these are test setups to build on.

  • Bugfix 🐛
    Fixed an issue where the dying animation kept looping. Characters now actually stay down. 😅

  • Vendor NPC (Test Stub)
    Added a vendor NPC script for testing. It’s a placeholder—no buying/selling yet—but it sets up the structure for a future shop.

  • Quest NPC (Test Stub)
    Added a basic quest-giver script. No dialogs or acceptance flow yet; this is groundwork.

  • QuestObjective Class
    New class to track quest objectives. This will power real quests once interaction is wired up.

  • Simple Quest Reward (Backend)
    Reward logic exists behind the scenes. It’ll kick in once quests can be started and completed.