So in my last post, I raved a lot about my productivity based on the introduction of a more formal schedule. To its credit, it worked extremely well initially, and while its usefulness has waned since then, it still gave me a chance to deconstruct what exactly needs to get done before the show on June 1st.
So what happened? Well, once i hit a significant roadblock (reworking the movement to reset the root bone and combining it with a stamina mechanic) I had to take more time than I had outlined to solve my issues, which in turn shifted the whole calendar down the timeline.

(Above: AI Test Area)
(Textures not final)
Since the last post, I've done a couple of important things:
• Linked the currency system to the NPC interaction system
• Implemented item collection and sounds
• Built some assets
• Released a small-scale gameplay demo for play-testing
• Adjusted camera movement controls and various QOL movement issues
• Almost finished the AI system (with the exception of introducing the "Sound Items" into the discoverability )
• Created a crude "crouch mode"
• Drew up concept art for locations
• Started to build out the map
• Acquired materials for the physical exhibition show
To Do List for the next week and a half:
• Figure out cloth mechanics
• Implement sound mechanic into AI
• Model, model, model
• Texture, texture, texture
• Input NPC texts
• Finish building out levels
Stretch goals I will not have time to do before the show:/
• Actual dungeon/puzzle design
• Climbing/killing OverClaus characters
• Additional dungeons
• Extensive mouse control support for menu + items
Wish me luck!