Devlog #9: First Mob Animation


Hey everyone!
This week’s build focuses on tightening the game’s core systems while adding more visual life to the world.

New Content

  • Rough Snail Sprite + Animation:
    The first mob prototype is crawling into the world! Early animation pass is in, with idle and walk cycles functioning through the new animation pipeline.

  • Rough Portal Sprite + Animation:
    A shimmering blue portal is now active.

Core System Updates

  • Core Animation Logic Foundation:
    The animation system has been built for flexibility so future mobs, characters, and environmental effects can use shared animation structures.

  • Inventory Window Shell:
    A first pass of the inventory UI is in place, setting the stage for items to start dropping from mobs to be picked up.

  • Persistent GUI Window State:
    Windows now remember their state within the current sessions. This also sets the stage to persist GUI state between sessions. This includes the player card, the mini-map, and the new inventory windows

Technical Work

  • Supabase Typings Update
    Major library upgrade required a complete regeneration of type definitions. While this was a time sink, I am hopeful that it will prove to be a huge internal improvement for safer, faster future development.

Fixes & Polish

  • Fixed client event listener duplication that caused double reactions.

  • Cleaned up render object lifecycle to prevent leftover sprites after closing the game.

  • Stabilized React render loop for GUI windows.

  • Added forced full game state sync after respawn to ensure consistent player data.

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