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6h 43m 25s logged

8-10-26

Added a decoration pass across the dungeon rooms: rugs, banners, bones, roman coins, crates and boxes, plus wall lustres and chandeliers in the boss room. The boss now has a table, throne, and seating. New enemy assets came in too, a scourger and a ghoul (not implemented yet but there) alongside a shader fix so the chaos boss stops looking so shiny, also the beast was looking shiny too so i changed that. HUD got reordered and the damage effect layer is visible instead of hidden cuz i accidentaly forgot to turn it back on while making the ui for consumables. Turned on occlusion culling project wide (i forgot to do that earlier oops) and refreshed the baked room and voxel data to match. Dying now actually saves the removed shards and upgrades before kicking you back to the hub so you don’t keep em.

8-9-26

Built out a full shop room: a shopkeeper NPC you can interact with, a shop menu for buying permanent upgrades and consumables (health potions, vigor draughts), a new HUD panel showing consumable counts with hotkeys, and an altar script that autoplays and loops its clip so the shopkeeper floats around a bit.The shopkeeper is this ghost looking guy. Also fixed barrel hurtboxes and their collision naming in the boss room since the particle system wasn’t working, moved the player’s starting position, and squashed a couple of typos hooray.

I still have to fix bugs with my damage effect layer causing my blur and vignette thing to cover the hud, also the enemy ai is a bit scuffed still, and the gui sucks tbh,oh also i darkened the torches

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