2025-12-29

Development Week 2

This week I added the first real player character setup for MoonBurn. The player now has movement, camera support, and aiming input connected through the game’s input system. Mouse and gamepad stick aiming are both working, with deadzone handling for the stick, so the basic control feel is starting to take shape.

I also connected the aiming direction into the Spine character setup, so the character can rotate an aim bone based on where the player is pointing. That is an important step for the 2.5D hand-drawn style, where the character needs to stay readable while still responding clearly to player input.

Enemies also got their first chase and roam behavior. They can switch between wandering and pursuing the player based on detection distance, chase distance, and stop distance. This gives the prototype its first simple combat rhythm: move, aim, get chased, and start testing how the arena feels under pressure.


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