This page mirrors my original Substack article inside EricRhea.com. The original remains available at advisoryhour.substack.com.
Not every screen is truly fully baked out yet, and there’s no shortage of tiny problems. For example, the character selection screen is a real work in progress with very clear challenges that need resolved. We’ve got buttons all over the place, a confirmation dialog to nowhere, and more. However, it does trigger the user journey flow for creating a character.
Spellbooks
The spellbook is very similar. It’s what I’ve noticed a lot with these models when they operate in this archaeological runs without a clear guardrail to guide output results: it’s close, but it’s somehow not.
You might wonder where the icon for Strike is hanging around at, and the answer might surprise you-it’s hiding in an inventory screen at the moment.
Combat
There’s a sense of a combat system. What I mean by this is that the system has gotten to a point where combat has been recovered, it’s slopped into the build but in a way that doesn’t quite make sense. For example, this image which is the extent of the combat implementation so far.
It’s still incredible this is working
Despite these problems, which are fixable and in process of getting fixed, it’s pretty incredible this works at all. There’s still some big things, and little things that need to get worked on. However, I’m running around the world and interacting with objects, creating characters and somehow the system runs.
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