- To do + Done / In progress X Not a bug / won't fix ================================================================================ DATE: 2026-10-18 TIME: 05:59:24 UTC ================================================================================ ------------------------- New/currently working on: ------------------------- - Playtest Act 1 demo / Work on Culluca Falls maps and dungeon flow / Map out rooms - Add dungeon minimap + Too many Rustbops in entrance room + Add slope/stair tiles leading to blue key - Work on Rok'Toro (temple 2 boss) ----- Done: ----- + BUG: teleporters still occasionally not linking to correct destination ID + Most recent: teleporter in room 27 -> room 17 (destination 0) + Destination ID sent to tilemap::teleporterDestination is 1 + game::makePlayerCurrent was passing ExitNode::entranceId instead of MapExit::teleporterId + Simplify XP score tally + Tighten up Act 1 dialogue + Add chapter cards + Fix Lentavu respawn mechanics + BUG: down/upstab doesn't work on spike balls (should bounce off of them and play shield strike sound) + Zalia protect masks for teleport animation + Teleporter: + Don't allow pressing action button if pressing Down (baseball slide) + Clear animation state before initiating teleport + Wall shooters are immune to their own projectiles + Add Jitavu enemy (Culluca Falls room 6) X BUG: Zalia continues with only 3 lives even if she has 1up doll? X Not a bug -- test data in dev mode was set incorrectly. All is good. ----------------- Longer-term TODO: ----------------- - Save tilesets as binary lumps - Add "death water" tile type (for eventual Swim skill) - Enemy bestiary_name property should be localized - Add fish enemy - Add bouncer enemy - BUG: Start doesn't work to select spell in magic menu ================================================================================ DATE: 2026-10-15 TIME: 20:19:25 UTC ================================================================================ This is my daily work, et cetera. Hopefully keeping a semi-regular .plan will actually stick this time. Production is finally ramping back up on Enigma Heart. Every day I feel myself getting more productive as behind-the-scenes organizational stuff gets taken care of bit by bit and I'm able to focus more on coding, testing, design, and level editing. Shockingly, opening up my IDE for the first time since Steam Next Fest didn't result in me scratching my head and having no idea what I was looking at. - Playtest Act 1 demo - BUG: down/upstab doesn't work on spike balls (should bounce off of them and play shield strike sound) / Work on Culluca Falls maps and dungeon flow - Lentavu overlapping in room 10 - Too many Rustbops in entrance room - BUG: Zalia continues with only 3 lives even if she has 1up doll? + Add slope/stair tiles leading to blue key - Save tilesets as binary lumps - Zalia protect masks for teleport animation - Add "Water" tile type (for eventual Swim skill) + Make elevator faster (now 2 px/tic) + Match scenes 38, 39 to script + Make Orange Vabenkasta easier, since it's an early-game monster + Projectiles now travel slower + Projectiles don't return (they keep flying. Returning projectiles can wait until Red and Blue versions) + Map editor: pull image metadata from data/_.raw/image_meta.txt + Integrate teleporter graphics + Integrate grain mill graphics