Development Log - July 21, 2025
Goxod’s Labyrinth
Miniboss Enhancement Project - Planning Phase
Overview: Miniboss fights were feeling flat—basic attacks, low variety. Players wanted more challenge and flair.
Upgrade Plan: Reworking all 5 minibosses with themed mechanics and visual punch:
- Mad Arcanist: Glitch drones, teleport traps, and cascading energy pulses
- Cursed High Priest: Rituals, binding chains, and cursed halo effects
- Iron Reclaimer: Scrap volleys, turret deployments, and slam shockwaves
- Voidborne King: Rift orbs, tendril sweeps, and time distortion fields
- Guardian of the Core: Multi-phase battle with drones, laser grids, and collapse mechanics
Status: Core mechanics mapped out. Ready to transition into implementation.
12:00 AM - System Integration
Hooked new miniboss logic into monster management framework. Focus was on modular design for future scalability and clean visual cues.
Key Abilities (Implemented):
- Arcane Pulse and Teleport Traps (Arcanist)
- Cursed Halo and Spectral Bind (Priest)
Inheritance-based setup handles visuals, timing, and collisions per ability.
12:30 AM - Finalizing All Boss Mechanics
Wrapped all remaining abilities and layered mechanics across miniboss roster.
Highlights:
- Interruptible rituals, destructible cores, adaptive drones
- Environmental hazards like collapsing floors and slow fields
- Combat flow designed for readability and reactive dodging
Status: Everything wired. Ready for internal testing and balance pass.
12:35 AM - Build Cleanup
Squashed compilation bugs:
- Typo fix and namespace import
- Removed unused fields to silence warnings
Result: Clean build. New combat systems running smoothly.
