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Hello! Another week of development completed. This past week, I've started work on the combat system, as I've realized that I need that in place before I can start work on the ally-spawning system (How can I spawn in your allies if I don't know when combat has started?)

Currently, I'm working in on the enemy spawning system. As the world is going to be largely open, the enemies need to instead spawn as the player draws close, as having all of them constantly there would lag out the game. I've got it so that I can define the exact points in space where the enemies can spawn, but I desired the ability to have it randomized as well.

As such, I've been working on such a system. It's nearing completion, there's just a few bugs I need to work out. Normally in such a case, I would use C#'s built-in Task system, but as I needed to call Unity-sided functions and classes, I've spent the past few days learning Unity's built-in version of Tasks - Jobs. Luckily for me, they're far less complicated that Tasks are, and so it's gone by quickly.

After I complete the EnemySpawner, I plan to implement their basic AI in conjunction with the CombatManager. The CombatManager itself is what will determine if the player's in combat or not, and if they are, it will call the AllySpawner script.

At least, that's the current idea. I've done some work on the character's designs. This is my current thought for Lex Sycamore:

and her friend, the ally you'll start the game off with (name unchosen):

Neither are set in stone, but It is a good representation of my current ideas for them. Of course, feel free to submit any suggestions; I am all ears!

Anyhow, until next time, stay frosty!

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