Posted November 07, 2025 by Grinstba
Hey everyone!
This week’s build focuses on tightening the game’s core systems while adding more visual life to the world.
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 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
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.
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.