Bringing everyone up to speed.


I'm going to include a few months worth of devlogs here so people have some idea the progress that's been made on this. I'll probably post on a monthly cadence for those interested.

Began work around 8/8 - learning the engine took time.

8/12/25 - Worked on getting animals to drop food on death. Next step is moving it to drop a corpse, which can be harvested. Shouldn't be too hard, same basic concept as long as it's a form of collectible. Also worked on class information on paper. Tried making a menu attempt with level loaded, made feature request instead.

8/15/25 - Drop functioning

8/18/25 - Got edible food dropping, along with two functioning recipes using the same ingredients (Rabbit meat) and customized an old model. So learned model importing (easy) and customization.

8/20/25 - Got a harvestable node working for bees, as well as aggro bees to defend the hive.

8/22/25 - Got day/night functioning, made notes on what needs adjusted. Got torch functioning, modified to make it more viable as an actual torch. Validated corpse fader did remove corpses, but not stopping the respawn problem. Fixed the zombie bunny issue.

8/23/25 - not much done today. Made a ghost rabbit using the hologram shader. Might try to find a better shader, but for now that's all I have. Got tombguard working. Realized simulated sky is rendering wrong with sun exposure > 0 at night.

8/25/25 - Watched a ton of videos today, tried to get stamina working, no bueno; going to try other stats like hunger/etc using RPG script. Got functioning replenishment of exhaustion via sleep, water via standing near a well, and food from food items.

8/26/25 - Vids, but night off mostly.

8/27/25 - Going to focus on fonts and modification of what's available.

8/28/25, no work

8/29/25 - Vids, but hit a wall

8/30/25 - Got Stamina working. Needed to add MyStamina as a value, because it's created as a local, not a global, but only when there's a max value set.. which is fucking weird. It's all handled through gameplayerspeed.lua; Also figured out the weather event system, but couldn't link it with the particle effect of rain. Which is interesting. I suspect it's callable as a lua code component though, so Might add that later. Right now focusing on making stamina drain exhaustion. Basic need here is to modify rpg state to include a modifier value which can be changed on the fly by 'conditions'.  Calculations for how fast you're burning down should be based on that. This means the basic flow of my work is --> add global modifer value (.1 -> 5), then rewrite the code to include this as an option in rpg_state, then modify gameplayerspeed.lua to include the reduction in values based on stamina usage. Also I modified gameplayerspeed.lua to .1, has a more 'realistic' progression.  I should include a 'running sound' for gameplayerspeed as well at some point. updated gameplayerspeed:         * base value for exhaustion, along with a check for whether it's out of stamina/exhaustion.

        * added ExMod - exhaustion modifier. Will be used in formula exhaustion = currexhaustion - (baseline times modifier); ran into trouble with currexmod as a local coming back as nil.

tracing issue with damage tics from rpg_player state; proper values are 10,8,5; found it as < should have been <=. Notified Necrym.

8/31/25 - Today thought of a way to modify the existing system for crafting. Going to have to integrate it with the bed system to basically make it a rest for crafting.  So this will require a few things:

    1. integration of two systems into one.
    1. custom collection data, probably. Something like a 'timetocraft' variable. Something that basically indicates it's level to process.
    1. A baseline test case. Let's say cooking; we'll start with that.

Also looks like we're making headway on the weather events:


09/02/25 - Got weather triggers setup. Pretty f****** sweet tbh.

09/03/25 - Big thing today is to get event system functioning for weather and figure out what events I want to use to trigger it. Ok, it's not hard to use. Time delay is fine.

09/05/25 - Trying to integrate time of day into crafting. YEEK! This is harder than I thought :(... I did however get my logo done. I'm very happy with it.  Cost was 104.95

09/08/25 - got f-all done this weekend. Gonna try and work on this some today but I'm thinking the crafting element will need a complete rework. The big issue is I need to find a way to pass a value through, probably by using the name.

09/09/25 - Began working on testing weapon imports. Not terrible! Melee weapon maker is pretty easy to use and very viable. I just need actual weapons to use.

09/23/25 - Been stymied because a lot of the work I want to do is systems related. I COULD just use what's available, but then we enter into a situation where it's going to simply get backlogged into 'X item works, but I'm fixing Y, and it breaks X when I fix Y'.  So I either fix Y from the outset, or I just flood forward and retroactively fix it. So right now the primary goal is to build up the RPG stat stuff.  It's going to take a lot of work, tbh.

09/26/25 - Making progress over the last two days with respect to the stats issue. Got a little lost in the weeds doing recombinatorial math to figure out permutations of what I wanted for levels. Let's just stick with 2+10; that gives us a solid 12 points and 125 possibilities. Further the stats allotment if I just give 1 for race and 1 for class, means it only removes like 10 from the pool.  If I don't cap stats and just allow a full 5 points for weird builds, then you can have bad wizards who bench 800 lbs, but whatever.  I'm fine with that. I don't want to limit player choice too much. Next question is do I want to build a 'globals' utility for readability? Or just stick with the existing format for speed?

09/29/25 - been slowly chipping away at the rpg stuff. but no real progress recently due to everyone being sick

09/30/25 - Tonight going to try to crank out some of this RPG stuff. Might setup initial social media presence too.

10/06/25 - Been a rough go of it.  Yesterday submitted 3(!) bugs for the batch importer.  Was going to try to import all the dungeon/cave stuff from megapack, which is very serviceable, but couldn't get anywhere with it.  I don't want to import them one by one. I did however discover you can use transparencies as a sort of overlay for status bars. So that worked out well. Still not sure about the scaling of the bar though. Need to validate that. Also been changing my opinion on the state of the graphic situation. Might have to modify all the textures I use to follow the moros protocol to see if it actually can fly.  Things to test today: deleting graphics out of the user folder in my gameguruapps in documents to delete custom stuff.

        * deleted fine

        * made transparent status bars

        * learned about temp changes via this: https://www.youtube.com/watch?v=YAc8173wJ1A

        * found out it live updates changes made to the gameguruapps folder (in this case, HUD elements)

10/07/25 - Added RPG basic statline, broke the mouse cursor. Couldn't test because of this.

10/09/25 - Got the RPG statline fixed. Found it was bad code on my part. Fixing this resolved it. Spent significant time modifying RPG statline tonight. Code is documented thoroughly and will be updated in github. Core work was completed on hud0 statline code. Now to add in the bits and bobs throughout the rest of the code to actually implement the following:

        * Melee, Ranged, and Magic damage modifiers.

        * Movement speed and Experience bonus modifiers

        * Speed changes based on carry capacity

        * Damage resistance bonuses

That said, the core work is done though. The variables are reading and writing on level up, which is huge. That part is 90% of the work. The rest should be conditional if statements in the right bits of code to actually add or remove function.

 

 

future note: hud0's code runs as part of the main game loop. This means that the rpg statline is literally updated every single time the game loop runs. It's a huge resource hog in waiting, needs to be cleaned up to refine the code.  Specifically what should happen is it should isolate out significant #'s of the instructions by using a simple 'first time setup' and then 'if you have points'. That way only the points check is being done each loop.

 

10/10/25 - Today's work. I need to try to see if I can increase melee damage.  That should be a big job, primarily find the location where damage calcs occur and modify. Also movement speed, though that's probably a bigger job since it's affected in multiple areas. I've gotten FA done today. I'm pretty annoyed at myself. Mostly just running on empty today.

 

10/11/25 - Yesterday I got a ton of code done near the end of the day where I setup a key value pair and tracked initial weapon damage in the weapon code, then tracked it in a modified health potion called powerup, which then increased weapon damage on pickup. This morning, I got that migrated to the actual character system so it works on levelup. Used gemini ai to help.

10/12/25 - Troubleshot resource node issue last night thru today, found issue, resolved it and sent to necrym.  Added bad bow and arrow lol

 

10/13/25 - Joined contest for DK; Might have to throw something together.  Four days is not much time though :( Horror and all sounds made with mouth. FK. As for regular  game project today, import some new models, also preben's shader. Maybe I can use that for horror too.  https://www.youtube.com/watch?v=cOCXP_2pQHk

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