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02/07 Game Development Report

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02/07 Game Development Report
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Devlog Update: Interface UI, Environment Interaction & Location Management

Welcome to this week’s devlog! As you can see from the GIFs, this week's updates are plentiful. By utilizing all the modular components I’ve built, the game is reaching a functional state.

Interface UI

A lot is happening behind the scenes while the player simply "enters the classroom." The interface on the left handles Player Status, while the center interface handles Player Actions.

Player Status Interface

In the first GIF, the player enters the classroom from the hallway, which takes five minutes of in-game time. The interface reflects the new location, updates the elapsed time, and checks the player's condition for any changes. While a five-minute walk doesn’t impact stats, other actions - like attending class or exercising in the schoolyard - will.

There are five "Passive Stats" that fluctuate throughout the day:

Stamina: This is your currency for activities requiring intellect or physical effort. Even if you are "Wide Awake" (low fatigue), you won't be able to perform efficiently if your Stamina is low, resulting in penalties during combat or physical checks. You can replenish Stamina by eating or taking medication, though the latter may have long-term side effects.

Fatigue: A resource that is easily depleted and replenished. While Stamina limits "active" actions, Fatigue limits miscellaneous activities like traversing the map or staying awake. Following a standard 7-hour sleep schedule keeps this in check, but things get difficult if you push your character to their limits.

Arousal, Addiction, and Hormones: These are Sub-Stats recently added via community polls. Depending on your playthrough, these may be minor details or crucial factors. I’ll be elaborating on these next week when we discuss NPCs.

Player Interaction Interface

The middle interface allows players to interact with the environment in various ways. Upon entering a location, a description appears, followed by options for Traversal and Active Actions. Since the example location is a school, you can reach most rooms via the hallway, though some rooms may be inaccessible without specific qualifications or unconventional means.

Environment Interaction & Location Management

I’ve made significant graphical additions this week. The location shown in the GIFs is the Trade School, where villagers learn practical everyday skills. Though it’s essentially a collection of shipping containers set up by the Cartel, the teachers are surprisingly professional and passionate.

Locations: Entering a spot on the world map brings you to a "Location." Each Location consists of multiple "Rooms" where players interact with the environment to gain (or lose) stats and abilities.

Rooms: As seen in the GIF, the school features facilities like a cafeteria, corridors, and classrooms. When you enter a room, it brightens while others become transparent. These rooms are built using a custom tile-placement system rather than sprite kitbashing(third picture). This makes room creation much faster and opens the door for player-home customization.

Time & Seasonal Changes

The second GIF demonstrates the passage of time using a debug tool. Descriptions and dialogues change dynamically based on the hour and season. For example, the GIF shows "Night Mode," where the room descriptions shift to reflect the darkness. I plan to add weather effects in a future update once higher priorities are finished.

Upcoming Content

This devlog is part of a multi-stage update. I’ve already made progress on the NPCs, but I want to polish their behavior before doing a deep dive. Expect NPC interactions and more locations next week (the school is the most complex area, so others will be completed much faster).

I’ll be posting weekday-patreon posts throughout the week, along with a new poll regarding NPC development. Thanks for following along!

Balledra Games PATREON 56 favs
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POSTEDFeb 7, 2026
ARCHIVEDFeb 7, 2026