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DEVLOG

Development of AnitoHara

February 26, 2026

By Bathala Studio

Development of AnitoHara

This week was one of those “it finally feels like a *game*” weeks. I didn’t add flashy cinematic stuff — I focused on the boring-but-important systems that make the world respond to you.

AnitoHara is still the same core idea: **Anito** (spirits/ancestral + nature presence) meets **Haraya** (imagination) — the player shapes the world, but the world also pushes back.

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What I shipped this week

Inventory that doesn’t fight you

I now have a working inventory flow that feels usable:

- Drag & drop moving items

- Stacking logic + **stack splitting**

- Tooltips so you’re not guessing what an item is

- Feedback via small UI toasts so actions feel “confirmed”

This sounds basic, but getting inventory UX right is the foundation for everything else (farming, crafting, loot, building).

Farming loop: plant → grow → harvest

I implemented a clean farming loop:

- Place seeds

- Growth stages over time

- Harvest returns items straight into inventory

It’s small, but it’s the first “peaceful loop” in the game — and it helps balance the darker vibes later when spirits/hostiles start showing up.

Stamina + movement rules (so the player has limits)

I added a stamina system that actually changes how you move:

- Sprint drains stamina

- Regen has a short delay (so you can’t spam)

- Jump costs stamina (and can lock if you’re empty)

- UI stamina bar included

This is the kind of system that quietly makes exploration and combat pacing feel intentional.

Hotbar + Adventure/Build mode switch

I built a hotbar that supports switching between modes:

- **Adventure mode**: standard play / tools / interaction

- **Build mode**: placement preview + selecting build slots

The goal is to make building feel like a natural extension of gameplay, not a separate “menu mini-game”.

Build placement foundations

I set up the early build system:

- Build preview object

- Placement logic + rules

- Build data structure (so builds can scale later)

Next step is making placement align to where the camera is aiming (crosshair-based), not just the character’s forward direction.

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Stuff that slowed me down (real talk)

“It works” vs “It feels right”

A lot of this week was me tweaking the little details:

- UI feedback timing

- stack splitting edge cases

- interaction flow when inventory is full

- making stamina not feel annoying

It’s the kind of work that doesn’t look impressive in a screenshot but saves the project later.

Build preview aiming

Right now, build placement is still in-progress because I want it to be **based on where you’re looking** (camera/crosshair) instead of where the character is facing. That means I need a cleaner aiming ray + a better third-person camera offset so the crosshair sits true center.

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Next goals

- Crosshair + proper camera-based placement ray (build where you’re aiming)

- Smooth out build mode UX (rotate, cancel, invalid placement feedback)

- Start a simple “spirit presence” system (even if it’s just ambience first)

- Keep expanding content loops: more crops, more items, more reasons to explore

If you’re following along: thanks. This is a solo dev grind, but the foundations are starting to lock in.