Kofa is the Sankofa bird. He was made here, for Agoro Camp, and he is named after the middle of the word — San-ko-fa, where ko-fa is “go and fetch”. That is his whole job.
His loop is retrieve, reveal, scout. You lose something and he brings it back. He perches and shows what stood on this ground before. And scouting ahead unlocks only on ground whose past you have already retrieved — the future is not visible until the past is known. That is the rule of the character, not a line of flavour text.
The gold egg in his beak is the read-out for it: empty means this place’s past is still lost. That works because the egg came out of the mesh as a genuinely separate object, so the game can light it rather than imply it.
What is new today. Kofa is no longer only ours. He is the companion for Agoro Road as well — the same bird, the same look, different abilities in each game, so a player who meets him on the road recognises a friend when they arrive at the camp. A character we already own costs nothing to design into a second game, which is the argument for building him properly once.
He also cost a week nobody planned for. The animation library we meant to take flight cycles from classes a two-legged bird as avian, and its avian section is empty — not thin, empty. Worse, when we went to pose him he shredded: the rig’s skeleton was in the wrong place, bones sitting most of a body-length away from the flesh they control. We kept the weights, moved every bone back inside its own body, and he stood up. The repair is written up in full on the Agoro Road log.
He has three hand-authored clips now — a walk, an idle and the look-back above. They live in the character file. He is not in the playable build of either game yet, and the date he arrives in each is not set.