LATEST 2026-05-27

Building the Fight Loop

Week 20

This week I worked on the first proper version of MoonBurn’s zone system. Combat zones can now handle wave-based encounters, while ambient zones can manage continuous enemy spawning.

I also cleaned up the upgrade/stat system so player and weapon stats are more centralized. That means upgrades can now affect things like movement, weapon damage, fire rate, projectile count, spread, and magnet range in a more reliable way.

There was also more intro setup this week: tether assets, prespawn effects, quarantine collider work, and early crash-site level pieces.

Still no new visual this week, so I’m sharing a page from my sketch book while the gameplay systems keep coming together.


A small sprite
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