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SORA - The Lost Kingdom of the Magic Sword - Prototype Ver-
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Devlog
#37 Party System, Mobile Switching, Dialogue Pause, and Speech Bubbles
August 05, 2026
by
GOZOHO
Today I made a major update to the character and party systems. Experience is now shared with every registered party member, including defeated characters. When the active character is defeated, contr...
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#36 Character Switching, Party AI, and Major Mobile Control Improvements
August 04, 2026
by
GOZOHO
Today’s update was a big step toward making every character feel like a real playable party member rather than separating the game into a single player character and passive NPCs. A lot of the work...
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#35 Shared Character Control Prototype
August 03, 2026
by
GOZOHO
I’ve completed a new prototype that allows the player to switch control between the default player character and a villager. Until now, villagers were treated only as NPCs. However, one of the main...
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#34 Procedural Characters Are Now Working as Village NPCs
August 02, 2026
by
GOZOHO
I have started integrating the procedural character drawing system into the actual NPC system. Until now, the character drawer was mainly tested in isolated comparison scenes. This update connects it...
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#33 # Character Hair Direction Update
August 02, 2026
by
GOZOHO
I have continued improving the procedural character drawing system. This update focuses on making every hairstyle work consistently from three directions: - Side - Front - Back The current hairstyles...
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#32 Character Front / Back Direction Update
July 28, 2026
by
GOZOHO
I added front and back views to the procedural character system. Until now, the characters were mainly drawn from the side, but they can now be displayed in three directions: - SIDE - FRONT - BACK The...
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#31 Generating 10 Villagers from a Shared Character Base
July 25, 2026
by
GOZOHO
I adjusted the primitive-drawn character into an approximately two-head-tall chibi style. The previous version had a longer torso and legs, which made the simple arm and leg shapes stand out too much...
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#30 Character Hair Drawing Update
July 22, 2026
by
GOZOHO
I continued working on the procedural character drawing system. The first approach built the hairstyle from several separate spike-shaped polygons. While this worked technically, the result looked mor...
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#29 Village Area System
July 20, 2026
by
GOZOHO
Today I completed the foundation of the village area system. Previously, the village was simply a collection of houses and roads. Now, it has become an independent game area with its own boundaries an...
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#28 Terrain System Update
July 19, 2026
by
GOZOHO
This update introduces the first version of the procedural terrain system. Added Procedural terrain generation using FastNoiseLite Five terrain types: 🌿 Grass 🟫 Dirt 🟨 Sand 🌊 Water 🪨 St...
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#27 Terrain System Update
July 18, 2026
by
GOZOHO
Today I finished the foundation of the new terrain system. Instead of relying on Godot's TileMap, I built a fully procedural terrain pipeline using custom Drawers. This gives me much more flexibility...
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#26 Project Structure Refactor
July 17, 2026
by
GOZOHO
Today I completed a major project refactor. As the project has grown, the original folder structure was becoming difficult to maintain, so I reorganized the entire project into a feature-based archite...
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#25 Village Prototype Progress
July 15, 2026
by
GOZOHO
Today I focused on improving the village prototype. 🌳 Tree System Added a complete tree system Implemented TreeData resources Added TreePlacementData Added three tree types: Small Tree Round Tree P...
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#24 Building Visual Polish
July 11, 2026
by
GOZOHO
This update focused on improving the visual quality of village buildings. Instead of adding new gameplay features, I spent time polishing the core building system and making the village feel more aliv...
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#23 Building Improvements
July 09, 2026
by
GOZOHO
Today's work focused on improving the building system and making house layouts more flexible. Added Round window design WindowRoundDrawer Configurable window positions via HouseData BaseHouse now draw...
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#22 Village Generation Devlog
July 04, 2026
by
GOZOHO
# 🏘 Village Generation Devlog ## Current Progress I’ve been building a procedural village system on top of my 2D action game. At this stage: - Houses can be placed in the world - A main road is g...
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#21 Village Update
July 03, 2026
by
GOZOHO
This update expands the new Building System. New 🌿 Plants can now be placed beside houses. 🪧 Houses can now have signs. 🏠 Chimneys have been added as optional decorations. All decorations are...
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#20 Building System Progress
June 28, 2026
by
GOZOHO
What's New HouseData-based building presets are now working. A single BaseHouse scene can now generate multiple house variations. Added a Plant decoration system. Decorations can now be enabled or dis...
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#19 Building System Progress - HouseData Integration
June 20, 2026
by
GOZOHO
Started moving the Building System toward a data-driven structure. Previously, BaseHouse directly called each drawer, but now building settings are managed through HouseData resources. Implemented Hou...
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#18 Building System Progress - HouseData Integration
June 18, 2026
by
GOZOHO
Today I started moving the Building System toward a more data-driven structure. Added HouseData Resource Roof / Wall / Window / Door type definitions House size parameters (width / height) Fence toggl...
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#17 Building System Progress – House Prototype Improved
June 17, 2026
by
GOZOHO
Continued work on the Building System. This update focused on expanding the procedural house prototype with a new fence component. Added Wooden Fence Drawer Fence posts and rails House + Fence composi...
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#16
June 14, 2026
by
GOZOHO
Building System Progress - First House Prototype Today I continued working on the new Building System. The goal is to create reusable procedural building parts that can be combined into villages, town...
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#15
June 08, 2026
by
GOZOHO
Devlog # Building System Started - Walls and Windows I started working on the foundation of the Building System. The goal here is to make exploration feel larger and more alive by creating places that...
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#14
June 06, 2026
by
GOZOHO
Worked on project structure and building systems today. Started organizing a modular building workflow for villages and exploration areas. Current direction: Procedural house generation Modular buildi...
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#13
May 31, 2026
by
GOZOHO
Devlog Today was less about adding features and more about rethinking the direction of the game. I spent time asking myself: What kind of experience do I want players to have? What kind of game do I a...
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#12
May 29, 2026
by
GOZOHO
Devlog — Mobile Controls Update This update focused on improving mobile support and input systems. Added Mobile joystick controls Attack / Dodge / Interact mobile buttons Fire / Lightning auto-toggl...
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#11
May 23, 2026
by
GOZOHO
Devlog — Title Screen & Web Build Improvements Added Title Screen The game now starts with a dedicated title screen. Features added: Game title display Start button Quit button Disabled Option butto...
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#10
May 23, 2026
by
GOZOHO
# Devlog ## 2026-05-23 --- # 🧠 WaveSystem Stabilization - Fixed double enemy-death processing caused by projectile attacks - Added `is_dead` flag to BaseEnemy - Ensured `remove_from_group("Enemy")`...
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#9
May 22, 2026
by
GOZOHO
🕹 Devlog - Chain Combat Prototype (2026-05-22) 🔥 New Systems ⚡ Event System NPC / Gate / Wave progression unified through an event-driven system Gate unlock flow triggered by event KING_TALKED...
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#8
May 20, 2026
by
GOZOHO
The world is finally starting to talk back. Today I implemented the first version of the NPC dialogue system. The King can now speak to the player through a floating world-space dialogue UI inspired b...
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#7
May 19, 2026
by
GOZOHO
Devlog — Squad AI & Steering Update Today I worked on improving enemy group behavior. Enemies now use a steering-based movement system instead of directly moving toward the player. This makes moveme...
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#6
May 17, 2026
by
GOZOHO
Enemy architecture refactor complete. BaseEnemy introduced EnemyAI system added ChaseAI separated from enemy body SquadSystem generalized Enemy folder structure reorganized Now enemies are split into:...
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#5
May 16, 2026
by
GOZOHO
Refactored the player architecture today. Previously: most logic was concentrated inside Sora.gd scene structure and gameplay responsibilities were mixed together scaling to multiple playable characte...
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#4
May 14, 2026
by
GOZOHO
Squad Break & Gain System (Idea) Today I explored a new direction for the combat design. Enemies are no longer just individual monsters. They can now form organized Squads with a Leader. When the Lead...
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#3
May 10, 2026
by
GOZOHO
## Devlog - 2026/05/10 Added a King NPC to introduce the game world. He now appears at the start and explains the player's mission through a speech bubble. Also implemented a simple dialogue system an...
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#2
May 10, 2026
by
GOZOHO
Added a new enemy: Slime. I also refactored the Gate/Wave system so different gates can now have different battle patterns and enemy sets. The prototype is slowly becoming more modular and easier to e...
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#1
May 09, 2026
by
GOZOHO
## Devlog #1 - 2026-05-09 Small update. --- ### Update - Play time display added - Game structure improved - UI refined --- ### Note Still in early development. More updates coming soon. Thanks for pl...
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