Updates
What changed, in the order the record keeps it, which is not always the order it happened. Each entry is a decision or a build, with frames from the rig.
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The town reaches the sea
Four new places on one map, from the courtyard down the lane to the harbour and up the coast path to the chapel and the hill village. Six more residents, two new names, a save that remembers where you stood, and sea walls that finally stand on rock.
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The first recording
Forty seconds of the packaged build, walking Havenwood from the courtyard to the street and back, with two conversations on the way.
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Five drawn figures, a street, and a packaged build
Every resident in Havenwood is now the drawn version. The street is in. A new Mac build is packaged, and the next batch doubles the town.
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From the drawing to the game
The procedural townsfolk could not be patched out of looking like stacked parts. The Well Woman was remade from her drawing instead, and that became the rule.
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The look is locked
Three versions of the same shop corner on one sheet. Ink, five bands, paper grain and flat painted surfaces won, with global illumination off.
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Moving to Unreal
The world that was proved in Godot as a painting with a relief moved to a native Unreal Engine 5 build. Same courtyard, same Kai, a different way of building.
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The painting is the asset
The first playable slice that was approved. The courtyard painting became the level, and Kai came out of a drawing through image-to-3D.
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A postmodern replica of a JRPG
The art brief converged after months of studies. A painted world, a drawn hero, and the drawing sometimes fails.