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Devlog 2026-06-22

Lae: Devlog #4 - Level Curves and More

Level curves, class curves, dialog, and sprint function implementation.

This past week was a little lighter on pure game dev, but still very productive. I had a D&D session to prep for, which took some time, and it ended up being a great game. I have another session with my other group this Saturday, so this week will be similar. Even so, I still plan to carve out time to keep things moving.

Experience System and Level Curve Coming off the battle system work, the next major step was getting a functional XP system in place. I built out the full level curve all the way to level 99 and added level notifications to the victory panel. Menus now track everything cleanly, so leveling finally feels like a real part of the game.

Class Stat Curves To give those level ups actual meaning, I started implementing class stat curves. Lae and Nikal each have their own progression, and both curves are currently complete up to level 99. These will need tuning, but the foundation is solid. You can already see the impact in menus and in battle, with attacks hitting harder as expected.

Dialog System I also built a working dialog system. I designed the assets in Photoshop and assembled everything in Unity. Each dialog box includes a portrait, a gold bold nameplate, body text, and an arrow indicator to continue. The entire system is driven by CSV files for easy scaling. I added conditional dialog as well, so characters can respond differently when spoken to again, or after certain events.

Sprint Function I added a sprint function so characters can move around the world faster. Animations will come later, and those will take the longest to produce, but the functionality is in and working.

What Is Next My next steps are tuning, sprite work, and building out more of the world space. Because of that, the next devlog may be a couple of weeks out. Below is a video demo showing all current progress along with a detailed log.