Slow and steady! With many bugs appearing now and then :D
Rather than rewriting everything said in the video, I thought let's try downloading the automatic CC youtube applies to the video and running it through Claude for a summary, here it is:
The bug: Night was too dark, so you brightened it — then daylight looked scorched and you assumed the brightness change caused it. Hours of searching later, it wasn't. Adding the new maps had brought extra suns along with them; at one point more than three were lighting the healer.
What the project is: Started as the battle arena for the flagship turn-based game — creature each side, trainers behind. Grew into an MMO once you added wandering and mining after fights.
First zone: Hollow City backdrop, pond, rocks and assets by Animashot. Cave entrance was meant to be a dungeon portal but procedural generation didn't work out, so it's shelved. Two Blender houses — solar roof, QR-code key, Holozing doormat, laptop showing rewards, projector inside; a water/charging spot planned outside. New hoverboard gives a speed boost.
Multiplayer: Works on FishNet — you opened a second client and had two healers in the world together.
Emberfields + combat: Darker zone, creatures roaming. Action bar: 3 attacks, 2 uses special. Heal-over-time, and healing now has a range so you must stay near your creature. Capturing freezes time. Caught a rare Drazing evolution on camera. C = bag, P = profile (healing, damage, encounters, defeats, luck; equip gloves, mounts, guns with ammo).
Other zones: Gildenwood (big tree on a hill) and Crystalvale (winter, creature distribution not final — too many birds for the climate).
Still broken: most creatures lack walk animations so they slide; a health bar lingers; mining seems to need a skill you don't have; dismounting doesn't restore visibility; and a new bug crashes Unity.
Open question you raised: the side project is turning out better than the main game — drop the casual turn-based version, or keep it for players who don't want an MMO?
Closing notes: last of the game's debt paid off, final TCG assets acquired, and the VRAM guard means crashes are now provably game bugs rather than hardware.


