Posted November 26, 2025 by Aden (Axio)
This week, I made significant progress on our game’s lore and world-building document. I spent time refining key narrative elements, clarifying the history of major regions, and expanding on character backstories to ensure everything feels cohesive and grounded. I also organized the information more clearly, restructuring sections so the document reads more smoothly and is easier for the team to reference. With the bulk of the writing nearly complete, I’m preparing to shift my focus toward developing the document’s overall aesthetic, experimenting with layout ideas, visual themes, and formatting choices to make it both engaging and visually appealing.
this week, I made the game betable, there are no more debug spheres, all wallclimb areas have been edited to work with the current system. The final boss room now spawns the bridge to the final area and when you get there the credits now play. (Hypothesizing a potential bug with save and loading. We'll find out when we get there)
also added some leading lights to better help lead the player, this is only helpful after they git the grapple though, design will have to figure out what to do with the level before then.
Also looked at level Geo in ways to help better lead the player. The first area is going to need some pretty heavy Band-Aids.
I was going to do a test of the game where the player can't run, (so they have to actually do the puzzles I designed) but ran out of time.
I deleted my interactables from the map as they aren’t serving any purpose currently and only served as ugly decorations. I may add the smoke flower back in if I can get it functioning as it will probably have the most use (I have replaced the model for it). I also edited the tutorial space for the grapple hook to be right where the player unlocks the grapple rather than a few steps in front. I was also with the MW class when they playtested our game but those notes have already been written down. I haven’t been doing much else this past week.