Hello wonderful people from the internet!
Welcome back to the 26th chapter of our progress blog!
Last week, in addition to working on our projects, we celebrated the completion of our studies and received our degrees from our university. We had a wonderful graduation ceremony and, of course, celebrated in style!

But let’s get back to the main point!
What is the current state of play?
Game Design
In Game Design, we continued working on level building. We are currently working on the quasi-release version of the tutorial level. As previously mentioned, this level teaches the basic skills the player needs. Level building and design are also a major challenge for us, as the four worlds must be taken into account not only in terms of design but also technically.
Art
As for the enemy types, we’re currently working on new ones; we’ve started by discussing the general design and behavior of the enemies. The next enemy we’ll be creating will be a platform crawler and another flying enemy. We hope to have the concepts for these ready by next week.
Programming
In terms of programming, we’ve made significant progress with the inventory. Overall, we’ve improved both its appearance and functionality. A major improvement is that we’ve made the inventory clearer and more organized. This is mainly because runes are now displayed separately. Previously, runes were grouped and managed within the regular equipment inventory, which cluttered the inventory and made the runes’ functions harder to understand.
There is now also a separate window for equipping runes, and only compatible runes that can be placed on the gear are displayed. This makes it clear to the player which runes can be equipped.
In the video below, you can see the new interface and features of the inventory
What we will do this week?
Game Design
Here, in addition to the tutorial level design, we’ll finalize and discuss the skill tree so we can continue working on this system. This means we’ll have the structure and functionality of the rather complex skill tree, small reminder: it can also rotate, finalized to the point where we can later replicate the basic structure during coding. The details, such as which stats improve through what and when, will be added later, as this remains dynamic.
Art
In the Art Department, we’ll continue working on the enemies, drawing, designing, and refining them.
Programming
This week, we’ll start developing the skill tree system, and we also plan to finish the newly implemented enemy system, which is designed to make it easier for us to generate enemies over the coming months.
That’s it for this update. Piece by piece, Enu is coming to life, and it’s rewarding to see steady progress turn into something real. We appreciate you following along and being part of the process, your support truly makes a difference. There’s plenty more ahead, and we’re looking forward to sharing the next steps with you soon.












