Build_5, Revision Alpha Test, Staff expansion - 13.04.2026
Work on the long-suffering Build_4 is now complete, and it has become a more refined version of my vision for Project_Haydee. The feedback from Build_3 allowed me to take a more appropriate direction for the game’s development and focus on improving the core gameplay systems and mechanics that players will be interacting with constantly. I was glad to receive positive feedback on the new inventory and the revamped combat system, but the equipment panel was described as a 'cringe' idea — specifically, the fact that it exists on a separate screen from the main inventory panel. In the future, I will consider solutions that can somewhat alleviate the inconvenience related to equipment management, but this is not a priority task for Build_5 — I already have further plans for the game’s development and the upcoming new version.
Planned tasks for Build_5:

Currently, all the locations you visit are part of a single unified scene, with a single camera moving through it. Unity today has practically no issues with creating large worlds, but it has incredible problems with Occlusion technology (technically speaking: it works by hiding objects that are not within your field of view). If you've been actively following development, you've most likely encountered situations where locations didn't work correctly, and objects, walls, etc., would flicker. I'm not a fan of Bethesda's loading screens or their method of splitting locations into separate scenes, but in my case, this is a necessity for the convenience of optimizing locations, baking lighting, and setting the atmosphere for each zone. My plans include adding open locations (you do remember that Haydee's goal is to touch the grass, right?).
