2026-01-26

Development Week 6

This week I added the first version of MoonBurn’s interaction system. The player can now detect nearby interactable objects, show an interaction hint, and trigger them through the player controller. The main use case right now is the mission computer, which opens a proper UI overlay when the player interacts with it.

The mission computer is starting to become the level’s main point of contact: a place where objectives, terminals, and mission flow can eventually live. I also improved how overlays open and close, including focus and input handling, so using the terminal feels more like part of the game instead of a separate test widget.

I also added a few trees to the test level and did some groundwork around the player/controller setup. This gives the project a cleaner base for adding more interactable objects, readable level props, and UI-driven mission moments later.


A small sprite
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