Devlog #3 - Our first Goblins


Hey Hunters!

We’re back with another weekly update from the depths of development. Week 3 brought major progress to the core gameplay systems, especially in terms of NPC behavior and combat interactions. Our focus was to start breathing life into the world—literally. Let’s dive into what’s new!

🧠 Smarter Enemies, Realer Threats

  • NPC Combat Framework: We laid the foundation for how enemies will behave in battle. The system is modular, meaning future monsters will inherit a solid base of logic.

  • Chase Logic: Goblins and other NPCs can now detect and pursue the player. It’s terrifying, but in a good way.

👹 The Goblin Has Entered the Dungeon

  • We’ve added our first monster: the Goblin. Right now it serves as our test enemy, but expect variations and behaviors in the near future!

⚔️ Gear Up!

  • Weapon Framework: A simple but scalable weapon system is now in place.

  • Weapon Equipping: The player can now equip different weapons—get ready to slash, shoot, and survive.

⏳ Polish and Quality-of-Life

  • Loading Screen: A temporary but functional loading screen has been added to improve transitions.

  • Idle Animation Cooldown: We’ve fine-tuned the player’s idle animations to feel smoother and more responsive when standing still.

🔍 What’s Next?

Week 4 will introduce items, an inventory UI, and our first combo skill! We'll also be squashing some early bugs, like UI cursor locking and unexpected goblin zooms (more on that soon...).

Thank you so much for following along! Don’t forget to wishlist us and join the conversation on Discord, Instagram if you’d like to support development.

Until next time,
The Balonaki Games Team 🎮

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