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.