VanaUnrealDevelopment journal
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11 October 2026Development update + gameplay progress3 min read

Working doors, walkable stairs and livelier towns

The San d’Oria building study now has tested door interactions and continuous stair traversal. Town walking routes, creature behavior and an original Bronze Greataxe have also moved forward. Here is what has passed, what the capture shows and what still needs a packaged and personal playtest.

An isolated stone-and-timber building has a dark tiled roof, paired wooden doors and an upper covered balcony with wooden railings, against a plain blue background.
11 October 2026 — unedited 1600 × 900 capture of the isolated San d’Oria building study, showing its upper covered balcony and doorway. This appearance checkpoint supplied the retained geometry for the tested doors and stairs; it does not show the later roof corrections, finished HD textures or regional playtest acceptance.

From street layouts to working buildings

Since the last update, I have taken one San d’Oria building study beyond placement checks. Its two pairs of doors now block passage when closed, open together, clear the character-sized test capsule and automatically close again.

Automated movement in the engine also climbed and descended the actual stairs continuously. The tested route covered about 18 metres in each direction, with one starting placement and no repositioning for the return trip. That matters because an attractive staircase still needs to work under normal character movement.

I am preserving the familiar roof profile, stonework, timber and original colour treatment as I develop the building. This remains an isolated construction candidate, rather than a finished building admitted to the playable region.

Town life, encounters and equipment

I have implemented walking routes for eleven townsfolk and other local characters across the San d’Oria region, together with selected ambient lines and scripted replies. The aim is to make familiar places feel more active through recognizable routines. Those routes still need checking against the rebuilt streets, and I still need to playtest their timing and presentation.

Creature combat behavior has also received focused changes. TP move selection now considers which moves are usable, a caster that gets stuck keeps its target, and overlapping creatures can sidestep. These are implemented changes with automated coverage; encounter feel remains a personal playtest question.

An original Bronze Greataxe is now integrated into the equipment data and merchant inventory. The supporting item-catalog update can upgrade existing development saves while retaining a snapshot. Appearance, fitting and the complete purchase-to-combat experience still need my hands-on checks.

What the screenshot demonstrates

This is a real, unedited 1600 × 900 capture from 11 October. It shows the building study’s upper covered balcony, paired doorway, railings and retained roof treatment.

The capture comes from the earlier appearance checkpoint whose geometry was retained for the qualified collision candidate. It is not a picture of the later roof corrections or the developing HD texture pass. The empty background is part of the isolated inspection scene; it does not show a finished street, working town population or a completed regional route.

Checks passed, with separate limits

  • The building candidate passed creation, saving and reopening checks.
  • Both paired doors passed closed and open clearance checks and the automatic closing sequence.
  • Seven selected floor probes and thirty selected barrier rays passed.
  • Continuous stair movement passed both without rendering and with rendering enabled.
  • The qualified building files were transferred into the main development project with their recorded bytes and dependencies checked.
  • The separate integrated gameplay checkpoint passed a fresh packaged frontend and market check, including saved-progress reopening.

The packaged gameplay result does not qualify the isolated building candidate. Its region placement and packaged inspection route are still ahead, and a fresh native run in the main checkout has not been recorded for that transferred candidate. Neither the movement fixtures nor the package checks establish my personal approval of controls, sound or overall feel.

Ongoing work and next steps

A later building correction candidate has passed focused checks for open roof-side strips and duplicated cap faces. It still needs integration and packaging. The HD material work is also in progress; I am not calling the wall, timber, roof or complete weatherproof enclosure finished.

Next I need to bring the corrected building into a controlled package, verify its placement and interactions in the region, check guard edges with actual character-sized movement, and prepare the next personal playtest. The neighbouring shop buildings and remaining Ronfaure surface and shadow issues follow that work.

I am keeping each step tied to a recognizable place and a practical gameplay check. There is still no public download or testing signup.