Full notes
Full Project SJHG update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone,
What changed
- Gameplay
- UI and audio
- Performance
It’s been a while since our last update, and we’d like to share some development news.
Although i haven’t posted many announcements since the previous update due to personal circumstances,
development on the project has continued without interruption.
Recently, as the main storyline began to take its final shape,
we spent a significant amount of time reviewing the original plans and reorganizing the overall structure and core systems of the game.
New Team Members
During this period, several new team members joined the project.
Thanks to their help, the scope and pace of development have gradually improved,
allowing us to move forward with content creation in a more stable manner.
Internal Development Environment Improvements
Our internal version control workflow has been updated,
and the overall development environment has been improved to support more efficient testing and debugging.
We expanded various internal tools, including debug modes, test-only UI, and automated systems for stats, abilities, and AI spawning.
These changes are aimed at speeding up content verification and delivering more stable builds in future updates.
Design Adjustments – Area Reduction and Rework
With the storyline now more clearly defined,
some previously planned areas are being reworked or reduced to better fit the narrative.
Parts of the initial design were deemed overly large in scale,
so we are shifting toward a more compact and dense approach to improve overall quality and coherence.
Combat Content Expansion
We are continuously adding new patterns and phase-based combat structures
to selected monsters and bosses, including the Goblin Battle Mage.
Our focus is on strengthening elements that require player decision-making during combat,
such as crystallization states, guided projectiles, and attacks that interact with the environment.
New Systems
With the story progression structure now established,
a full quest system has been implemented across the game.
This system links NPC dialogues, area entry, item acquisition, and monster defeats into unified quest flows.
We have also added a sequence system for cutscenes and contextual dialogue to support story presentation.
In addition, a “Fury System,” which temporarily empowers the player when certain conditions are met during combat,
is currently implemented and undergoing further tuning.
Optimization and Stability Improvements
We reviewed rendering and resource usage across major levels and hub areas.
Adjustments were made to foliage, landscape, and Nanite settings to reduce overall performance load, including GPU usage.
We also addressed various reference issues and potential crash points,
improving overall stability and the reliability of the development environment.
Thank you for your patience and continued support.
We will do our best to share development progress more frequently going forward.
Wishing you a happy New Year,
and we look forward to bringing you more updates soon.
Thank you.
Support
ko-fi : https://ko-fi.com/projectsjhg
Email: bu30808dev@gmail.com
Discord(KR): https://discord.gg/NJ7PfuR5fV
Source
Changelog.gg summarizes and formats this update. How we read updates.
