Crafting, harvesting, profession XP, equipment progression, and the first Magick ability are now connected into a playable gameplay loop. 🎮
📅Every milestone brings the open demo closer.
Development update:
https://t.co/4OKw9hMEgE
#gamedev#buildinpublic#UE5#indiedev
The first Magick ability is now functional.
This update connected gameplay events, animations, visual effects, Mana systems, and ability activation into a unified framework for future Magick abilities.
WATCH: https://t.co/uvVtycjFUG
#gamedev#buildinpublic#ue5#mmorpg#vfx
Dev Log #17:
Crafting now supports player-created weapons, item ownership tracking, combat abilities, inventory integration, and multiplayer replication.
The first craftable weapon is live.
Watch:
https://t.co/zeAnIVkqTU
#gamedev#buildinpublic#ue5#mmorpg#indiedev
A foundational MMORPG milestone! 🥳
Gathering, crafting, equipment requirements, mining, XP rewards, and skill tracking are now connected into a complete progression loop for Magickness™.
📺 Watch Dev Log 16:
https://t.co/Kl0SATj0oz
#gamedev#buildinpublic#ue5#mmorpg#rpg
Building the first gathering loop for Magickness™.
Added:
🌳 Tree
🌿 Vine
🪵 Stick
🪨 Stone
⛏️Rock
This establishes the foundation for crafting, harvesting, and future resource sustainability systems.
https://t.co/uZWXZ5WMtC
#gamedev#buildinpublic#ue5#mmorpg#crafting
New milestone for Magickness™.
Implemented a complete terrain → inventory → loot bag → pickup resource loop inside a multiplayer voxel world.
We've also cemented PC ↔ Android shipping pipeline.
https://t.co/mPPStToNkq
#gamedev#buildinpublic#ue5#voxel#mmorpg
@yabsssai oh, and initially in blender, you also want to analyze the skeletons. Different character bases may come with different style armatures. You have to make sure structure and naming match with your base target.
Having both character bases in the scene with matching pose...
Dev Log #13 — integrating an AI-assisted animation pipeline into Magickness™.
HY-Motion → Blender → UE5 → custom retarget workflow.
The focus is scalability and faster gameplay iteration.
https://t.co/R5Pb8iAXkp
#gamedev#buildinpublic#ue5#ai
@yabsssai The HyMotion anims aren't perfect. Using the HyMotion fbx as a base, I can import into Blender and tweak as desired. Then, upload from Blender to UE5.
The "digging" animation will definitely need some rework.
Cross-platform infrastructure milestone reached for Magickness™ 🥳
The current multiplayer build is now running on both PC + Android 🎮📱
https://t.co/ngO9sDwYMA
#gamedev#buildinpublic#ue5#mmorpg#mobilegaming
Dev Log #12 — milestone checkpoint.
We now have a working game state:
• morality integrated into combat
• ability leveling
• UI + settings navigation
Systems are no longer isolated — they’re interacting.
https://t.co/VKnmRqnx4P
#gamedev#buildinpublic#ue5
@yabsssai The morality system is still WIP. Its currently tied to combat flow and stores an overall state. It'll be tied to some quest lines but won't affect abilities and stats until "end game".
Dev Log #11 — We now have a full player flow:
account creation → character → early progression loop
Multiple systems now connected:
AI, UI, abilities, stats, morality, inventory.
Foundation is becoming playable.
https://t.co/mkYmNI9dUv
#gamedev#buildinpublic#ue5
Dev Log #10 — continued gameplay framework integration for Magickness™.
Built:
• unlockable ability UI support
• HUD hotbar integration
Also continuing AI-assisted workflow iteration with Claude.
https://t.co/Kl0SATj0oz
https://t.co/Yy00k8a2Zo
#gamedev#buildinpublic#ai
Core systems milestone reached for Magickness.
Backend, progression, abilities, and gameplay frameworks now fully integrated.
Moving from system development → player-facing experience.
Next phase: building the playable demo.
https://t.co/N6VEMAX6eF
#gamedev#buildinpublic#ue5
Dev Log #8 — building core RPG systems.
Character stats + abilities
System interaction design
Scalable progression foundation
Designing for long-term depth, not quick features.
https://t.co/S0iYinvGRr
#gamedev#buildinpublic#ue5#rpg
Dev Log #9 — moving from systems → gameplay.
First ability integrated
Animation blending with locomotion
Combat interaction evolving
Building for scalability, not shortcuts.
https://t.co/u10rSwbNPe
https://t.co/jcKxpsXG2s
#gamedev#buildinpublic#ue5#rpg
Dev Log #7 — UI + AI workflow integration.
Inventory system foundation
Character stats UI
Using AI (Claude) to accelerate UI dev
Focus: scalable systems, not quick builds.
https://t.co/u10rSwbNPe
https://t.co/BKrDd94u7l
#gamedev#buildinpublic#ue5#ai