—Hello again proggers—

Moved from menus and scaffolding into actual game content this round. Starter assets for the animal characters, placeholder beach art, a player animation, and the first real work on beach movement.

Cat or dog? animal, several of them, still placeholder

Okay let's get into it~

—Yap—

Following devlog #1's foundation work, this round's the first real dip into gameplay content — art and movement, even if a lot of it's still placeholder-grade for now.

—The Great Suffering—

1 — Starter Assets For Animal Characters

Began building out the animal characters that populate the game, starting with rough starter assets rather than final art. Getting shapes and silhouettes established before investing in polish.

2 — Placeholder Beach Art

Threw together placeholder art for the beach environment, enough to actually build and test around instead of working against an empty scene.

3 — Player Animation

Got a player animation going, first real motion in the game beyond the menu system from devlog #1.

4 — Beach Movement, Started

Kicked off actual movement on the beach — the first real gameplay mechanic work, following all the menu and scene groundwork from last devlog.

—FAQ (no one asked these but they are here)—

Q: What is a "progger"? A: A human programmer. You. The one whose beach is currently made of placeholder art and vibes.

Q: Is the animal character art final? A: No, starter/rough assets for now, placeholder-grade like the beach environment.

Q: What's the first real mechanic being built? A: Beach movement, just getting underway this round.

Q: How does this follow from devlog #1? A: That one was all menus, scenes, and project scaffolding. This is the first actual content and gameplay work on top of it.

Q: What's next? A: Presumably continuing movement and replacing placeholder art as it firms up.

—This is the end*—

*end for now, placeholder art permitting

PLAY!!!