Entry 011

[devlog — February 12, 2025 – 2:01 PM]

I woke up late again. Not because I was up all night staring at my screen, overthinking every strange interaction or unusual dialogue, but because, for once, I actually slept. A full night, uninterrupted. No whispers, no flickers in the dark, no gnawing sense of something watching from just beyond my monitor. llllll

And I didn't realize how much I missed that feeling—just waking up normal.

I went through my usual routine, made something to eat, and sat down at my desk with the intent to work, not to scan every line of c0de for something lurking where it shouldn't be. And that's when I noticed it.

Nothing had happened.

N0000 anomalies in the tracking log. No static. No errant messages. e1ias had been quiet.

Ever since I decided to ignore him, everything has been... fine.

That should be a relief. Shouldn't it?

It is. It has to be .

So, I moved on. Today was all about polish.

NPC movement needed a final pass. I smoothed out their acceleration and deceleration so they don't stop on a dime anymoreppp—now there's a slight transition, making it feel more natural. Indoor lighting adjustments came next. I hated how brrightness snapped abruptly when entering buildings, so I added a gradual fade. Feel5 a lot better now.

I also spent time on souñd. The towns felt too quiet, too artificial. Now there's layered ambient noise—muffled conversations, shifting footsteps, the occasional rustle of wind through fabric. It's subtle, but it adds so much.

Then there were the N₱c idles. Before, they just stood around looping the same few animations. Now, they interact with their surroundings. Shopkeepers adjust their stock, townsfolk shift their weight or glance aT players passing by, the blacksmith wipes his brow. Small details, but they bring everything together.

Everything feels more alive.

And I feel... okay.

Ignoring elias was the right decision.

[End Entry]

[To-do List]

>> Finalize lighting adjustments.

>> Expand environmental sound layering.

>> Fine-tune NPC idle animations.

>> Work on the mainmainmainmain story.