Progress completed to date
Snapshot of what’s working right now, based on the service-module structure of the project. All work listed here is completed by me.
Start: Dec 28, 2025
Status date: Jan 11, 2026
Core service modules (implemented)
| Module | Status | Notes |
|---|---|---|
| CombatService | Implemented | Core combat hooks + damage application pattern (server authoritative) |
| EnemyService | Implemented | Enemy lifecycle + spawn/cleanup structure |
| DungeonService | Implemented | Dungeon/run flow scaffolding; supports iterating on rooms/waves |
| LootService | Implemented | Drop generation + awarding items (ties into inventory) |
| DataService / SaveService | Implemented | Player data loading/saving; inventory persistence |
| Inventory + Hotbar | Implemented | Hotbar active slot + equip flow (UI → server → character) |
| Armor/Equipment System | In progress | Equipping works; alignment/attachments tuning ongoing |
Note: rename/adjust rows to match the exact filenames of your attached modules if they differ.
Recent completed work
- Service-based module structure (clean responsibility boundaries)
- Inventory → Hotbar → Equip pathway
- Equipment models + iteration on attachments/welds
- Website updated to document progress + application materials
Next focus (near-term)
- Finalize armor attachments (per-body-part alignment)
- Stabilize equip visuals + replication edge cases
- Vertical-slice dungeon loop (start → clear → rewards → return)
- Add 1–2 enemy types with distinct attacks