Felt the motivation waning when trying to get back working on unfinished Item pick-up, Inv, and UI systems. Decided I'm (shocker) too getting caught up on unnecessary bits. Just because I can conceptualize them technically and think they'd be cool and add a lot, doesn't mean the should be the immediate priority. A core gameplay loop being complete sooner than later I'd think should be the actual priority. If this is ultimately meant to be an LD showcase, then systems should be barebones to exist as the framework with which I showcase some solid world building and gameplay forward LD.
Started very basics of duping the base level and making an interior meant to introduce the climbing mechanics and stealth plus a separate level for blocking out the city street, docks, and sewers I have in mind as the ideal gameplay setting.
Also know I want to strategically unplug a lot of the unfinished systems so that playtesting wont have me negging myself when I have the instinct to utilize said systems and then get frustrated when they don't work exactly how I want lol.
UE5 First person dishonored-like stealth navigation and combat.
Round out basic mechanics and systems to then build a robust and polished level design to play around it.