Chasing Elysium - July 2026 Devlog

It has been a fairly busy month in terms of working on redeveloping the game. The first chunk of the month was dedicated to implementing and redesigning the combat system. I took the opportunity to massively simplify and break up chunks of it that were a tad monolithic before, creating new node types to make it more flexible, etc. I also implemented a test scene for the targeting code which got refactored to use more functional code and got the basic combat state implemented. The strafing code also got reworked to have much better properties as I had noticed before that my “clever” linear algebra was causing the direction of movement to change in undesired ways.

From there I began working on the root game scene and the game UI. That is still a work in progress, but it is on track to work much like I had it originally. I am watching for places to improve the design (breaking up some monolithic aspects of it as with the combat code) of course, but the original design was pretty good. The current work is on the hotbars. I’m planning and excited to use some of Godot’s new UI transform features to polish it up as well. Thank you again Godot devs for adding that!

Next month I want to continue working on the UI and getting the combat to a functional state. I also want to experiment with 3D modeling on the side so some of my time will be dedicated to that.