Archive

Posts from November 2025

  • Leyborn Idle: Rarity Auras

    What We Did Added rarity auras subtle glows that instantly communicate item or enemy rarity. Each aura is drawn in real time using a custom GPU shader that outlines sprites without extra passes...

  • Inside Leyborn Idle: Combat Runtime and Simulation

    What We Did Combat now runs on a tick-based runtime system that simulates encounters in the background. Each combat tick processes attacks, XP gain, and drops through lightweight runtime...

  • Building Leyborn Idle: Zone Drawers and Interaction Flow

    What We Did Zone drawers are now fully functional. Smooth, layered panels that slide up to reveal more details without losing context. Each drawer layer (Details → Combat → Results) reuses a...

  • Inside Leyborn Idle: Zone Grid and Card System

    What We Did Zones now populate dynamically through the Zone Grid and Card System. Each card displays a zone’s name, icon, level range, and tag color, all pulled directly from data definitions....

  • Building Leyborn Idle: Zones and Combat Foundations

    What We Did We’ve implemented the Zone and Combat System, connecting encounters and combat simulation into one cohesive flow. Players can now explore zones via interactive cards, preview...