Behind the build

Development Log

Dated notes from the workbench: what was built, what was fixed, and how the Oasis changes one day at a time.

Newest first

Daily field notes

The Development Chronicle tells the larger story. This log keeps the smaller, more frequent steps visible along the way.

The scythe becomes playable

Three weapons now share one proven pipeline—spear, sword-and-shield, and scythe—with their own locomotion, movement speed, blocking strength, and action sets.

  • Two-handed scythe locomotion, movement speeds, blocking, and bash now work on the new weapon foundation.
  • The scythe received its own weapon type instead of borrowing another, leaving loot and damage rules free to treat it distinctly.
  • Co-op has completed two dedicated correctness passes, while saves now persist world state, player attributes, quest progress, and graves.
  • Still open: scythe attack animations, a co-op pass on the two newest weapons, and the remaining UI-restyle phases.

Shield complete, save bug fixed, scythe begins

  • Finished the one-hand-and-shield weapon set: locomotion, movement speeds, full-damage-reduction blocking, shield-bash damage, attacks, heavy and sprint attacks, jump attack, dodge, parry, block, and guard break.
  • Shield bash now deals damage and feeds the enemy stagger meter.
  • Stagger now responds to weapon damage type: blunt doubles stagger, piercing halves it, and cutting remains unchanged.
  • Fixed health, stamina, and mana silently resetting to full after a save and restart by repairing serialization, the restore target, and load timing.
  • Capped weapon sprint speed so no equipped weapon makes the player faster than unarmed sprinting.
  • Removed 377 redundant duplicate animation clips shipped on the wrong skeleton inside the shield pack.
  • Started the scythe: 833 clips prepared, twenty pose-search databases built, chooser dispatch wired, and weapon blocking configured.

Co-op fixes, blocking, and the shield

  • Fixed guests being unable to move on join, the host's detached head, guest quit taking down the host session, and the in-game day failing to replicate.
  • Completed spear blocking with real damage reduction, guard-safe hit reactions, and per-weapon block sounds.
  • Movement speed is now authored per weapon, preventing animation packs from stretching strides to fit one forced pace.
  • Forked the modular-body retargeter and corrected the pose that left the character on the balls of his feet with over-bent knees.
  • Imported and prepared the sword-and-shield pack: clips relabelled, flags and curves applied, twenty databases built, and chooser dispatch extended.
  • Restyled the pause-menu background and fixed the XP-bar fill.

Motion matching lands and the spear pilot is complete

The largest technical day of the fortnight rebuilt locomotion and completed the first weapon on the new pipeline.

  • Ported motion-matching locomotion onto the project skeleton, repaired root motion, and removed inverse-kinematics compensation introduced during the port.
  • Filled and validated 56 pose-search databases clip by clip.
  • Completed the spear pilot with heavy attack, jump attack, dodge, parry, and block; dodge distance now matches its animation.
  • Completed UI-restyle phases three and four and finalised stat bars with proper fill and empty materials.

Spear combat and the UI restyle begin

  • Finished spear blocking with stance blending so raising and lowering the guard reads smoothly.
  • Simplified equipping to one montage per weapon covering both draw and sheathe directions.
  • Wired the wooden tier-one spear attack combo.
  • Started the UI restyle with a new texture pack, project theme, HUD stat bars, compass, and ammo plate.

The animation foundation is rebuilt

Spear development exposed an animation setup that could not support clean per-weapon movement, so the foundation was rebuilt.

  • Moved the entire project onto one character skeleton, ending the chain of retargeting hops that degraded every animation clip.
  • Built a per-weapon equip system so each weapon declares its own draw and sheathe animation.
  • Purged and cleanly re-imported the spear pack, then rebuilt its moveset on the new foundation.
  • Baked distance curves onto every start and stop clip so the character's feet match the ground during acceleration and braking.

A restored quest fix and spear groundwork

  • Fixed restored talk-to objectives never completing after a save load.
  • Retargeted spear animations and replaced the borrowed staff mapping with a dedicated spear moveset.

Quest tracking and performance

  • Completed kill-quest counting end to end, including repeat objectives, live HUD updates, and persistence through saves.
  • Restored both overhead and compass quest markers after loading a save.
  • Compass markers are now removed when they unregister instead of lingering.
  • Replaced weapon-trail effects with an improved pack.
  • Converted terrain meshes to Nanite, clearing a shadow warning caused by ten thousand shadow-casting instances of one bush.
  • Imported the spear and horse animation packs.

Save system v2 and safer quests

  • Introduced split save slots, simplified sky state, and graves that restore correctly.
  • Replaced a crash-prone quest-objective lookup that could take down the game during completion.
  • Excluded mobs from world saves so spawners remain the only enemy source and half-initialised creatures cannot reappear after loading.

World saving, landscape recovery, and AI movement

  • Added persistent world-state save and restore, a day counter, and saves on exit.
  • Fixed walking skeletons freezing mid-pose and sliding by authoring four missing walk-start turn animations.
  • Repaired three separate animation-initialisation races that produced sliding or unresponsive characters.
  • Added rock and ice to the footstep surface set.
  • Recovered the landscape after a shader-complexity overrun by removing twelve dead material switches.
  • Migrated icon generation along with several mob and effect packs.

Water, weather, and terrain audio

  • Added the ocean, rebuilt the island materials around it, and set the game to boot directly into the world.
  • Enabled swimming through the framework's swim state.
  • Connected dynamic weather to both the landscape and player.
  • Moved the sky system to sea level so its height fog no longer drowns the map.
  • Added terrain-aware footsteps for dirt, sand, snow, stone, and mud.
  • Brought the landscape master material in-house to prevent vendor updates from disrupting terrain work.
  • Prototyped, evaluated, and closed out a trail-and-trample system.
  • Fixed a bear that jogged when it should have walked by enforcing its authored gait.
  • Corrected the fifth spell slot and left unused slots empty instead of showing placeholders.
  • Player data now saves whenever inventory changes.

Co-op crafting pass

Every crafting station was audited for two-player use and rebuilt around the interacting player.

  • Added single-user locks to the cooking pot, cooking rack, spinning wheel, workbench, tanning rack, water well, scribe table, alchemy lab, prayer statue, grave, and banker.
  • Crafting, cooking, and bank interfaces now open on the client who actually interacted with the station.
  • Materials are checked and consumed from the correct player.
  • Crafting output, experience, movement, and prayer credit the interacting pawn.
  • Graves now lock so two players cannot loot the same corpse simultaneously.
  • Reduced the cooking-pot fuel timer to 60 minutes and reset cook flags correctly between attempts.

The daily development log is live

A new home for the smaller steps, fixes, and discoveries that happen between the major chapters of the Development Chronicle.

  • Added a dedicated, date-based development log for short daily updates.
  • Kept the existing Development Chronicle focused on larger milestones and video features.
  • Prepared a simple entry format for future game, systems, world, art, website, and fix notes.

The Reaper boss-fight loop closes

  • Reaper loot drops completed and the boss's aggro and sight ranges tuned.
  • Door slide and latch sounds authored, routed through the game's volume settings, and given proper 3D attenuation.
  • The grave now relocates outside the arena and snaps to the ground after a death.
  • Fixed a stray currency bag appearing on death and stopped corpses from blocking AI.
  • The death menu no longer pauses the live world, keeping the flow safe for multiplayer.
  • Empty graves now clean themselves up after interaction.

The cathedral becomes a functioning arena

  • Added keyed double doors: a skeleton key grants entry, the doors lock as the player approaches, and they reopen when the boss dies.
  • Built staged interior darkness that deepens as ritual torches are lit, with the boss spawning on the final torch.
  • Completed a detail-texturing pass to improve close-up material quality.
  • Tracked down an engine-level quirk that silently disabled bounded post-process volumes and fixed it with a one-property change.

The Reaper arena takes shape

  • Specified the Reaper arena design.
  • Built the cathedral set piece as a Blueprint prefab near the cemetery.
  • Scaled the vendor mesh for a proper boss arena and added a two-sided interior with working collision.

The cemetery event works end to end

  • Closed out the current migration sweep.
  • Ported the bird mob and reinstalled the cemetery vendor pack.
  • Staged the sword-animation and werewolf packs for future bosses.

The character pipeline is hardened

  • Completed the gendered armor system.
  • Hardened the full character pipeline from the main menu into the game world.

Character creation works end to end

  • Saved the first complete character through the new creation flow.
  • Fixed both Play-in-Editor crashes.
  • Started the character-select screen scaffold and hardened the save library.

Character creation takes shape

  • Scaffolded the character-creation screen with a live character preview.
  • Verified gender, hair, and marking customization.
  • Unified hair into a single cross-gender set.
  • Added splash-screen and icon artwork.

The main menu boots to life

  • Built the title screen and home menu with Play, Options, Credits, and Quit.
  • Added the menu layer host and settings page.
  • Filled out the widget registry and configured the game to boot directly into the menu map.

Death handling comes online

  • Designed and implemented a gravestone that spawns at the point of death.
  • Unequipped items transfer into the grave, and the revive sequence is safe for cooperative play.
  • Fixed most cases of mobs intermittently sliding instead of walking.
  • Planned the recreation of the main menu.

Music, ambience, quests, and NPCs migrate

  • Brought the music and ambience system online with exploration-to-combat crossfading and day/night ambience.
  • Imported four combat-track tiers and wired in the standard melee track.
  • Migrated nine quests, eleven NPCs, their dialogue, and voice audio.
  • Repointed 43 stale quest markers.

The world comes alive

  • Enabled all 36 AI spawners with natural walking patrols and home leashing.
  • Finished the icon migration.
  • Resolved the consume-input bug.

The Reaper entrance and quick slots are polished

  • Added a cackle and fight-introduction voice line when the Reaper becomes aggressive.
  • Tuned the entrance volume and aggro range.
  • Finished consumable quick slots on the F and G keys.

AI spawning and the Reaper fight migrate

  • Migrated the AI spawning system and placed 36 spawners in a staged, disabled state.
  • Fixed the melee skeleton with a dedicated combat data asset.
  • Fixed bows for both the player and AI with an ammunition whitelist.
  • Authored the Reaper boss fight with a five-attack rotation, scythe entries, and a combat-entry bark sequence.

The move to Unreal Engine 5.8 begins

I began porting the game, piece by piece, into the latest Unreal Engine 5.8 version. This will be a slow process, but I want to get everything working properly. I can also fix issues system by system as I port them. With so many great new features and performance improvements in this version, the work will be worthwhile for the player experience.