October 2025 Dungeoneer Dev Log
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 animals and medieval hands obtained from maverick, also preben's shader. Maybe I can use that for horror too. https://www.youtube.com/watch?v=cOCXP_2pQHk
Well today was a bit of a wash. Importing the animals is fraught with difficulty. Creating a shader? I mean.. maybe. I need to basically have the same tools as preben and understand his workflow. It's a huge time investment. Importing animated models looks like it's going to be a huge time investment. At least the npc control script is flexible enough to do what's needed.
https://www.youtube.com/watch?v=-25ucuGusa0
10/14/25
Nothing done today. Works been brutal.
Might take the night off.
10/17/25 - Did a bunch of things trying to get the animals imported. But so far, still a mess.
Next step is import all animals once i figure out what I'm doing wrong. Yeah so none of this works. I'm really bad at animation, for one, trying to fix this bow to be less janky. For two, the animals are the wrong format. >_> The animation thing is going to probably have to be a request to someone more competent.
10/18/25 - Starting off at 12:30 am on this one. Going back to the board to see what's left. I need to probably just focus and hunker down on making a playable pre-alpha. Got the armor modification done for the GenDmgRes flag. Works like a champ. Now to figure out this ghost item issue with weapons that makes no sense. Fixed the weird powerup bug for 'if there's no weapon, throw error' Next up is to figure out the way to increase movement speed with dexterity. Ok I finished that as well ;) So what's next? carry capacity probably.
10/19/25 - Got a few requests out there for some special projects to add. For now though, things are ticking along. Today is going to be foremost organization, then cranking out other RPG systems until I'm 100% on my checklist. Managed to tick off the big hitter today, ranged damage checking. Required adding a new flag to manually select, since there's no good current system to detect if a weapon is melee atm. Lots of time got sunk into this. But now we're closing on the finish of systems for RPG Statline.
10/20/25 - Today's RPG Statline code is going to revolve around the INT stuff. So basically two major changes. Change one, modify total amount of EXP needed for level up. Second is going to be more intensive, it's going to be adjusting all magic spells damage to do more damage. It's approximately 6 scripts included with GGM, but if I create them and then use them to template out future work, it will be pre-baked in for the future. 2 hours later I shouldn't be surprised that XP gain is a goddamn mess. Spellcasting is MEGA janky too.
Going to require their own systems going forward. Another 2 hours spent. Holy smokes, this is a train wreck. I ended up having gemini rewrite the base hud0 code that was just.. illegible. And then went from there. Now the XP bonus is working. I increased the bonus to 5% / level of Int. Going to have to pull the original 'expbonus' global code as it's now unused. So one less thing to do! Now we're at magic damage, which is going to take a lot more effort.
10/21/25 - Magic Damage Today. Going to be a tricksy. Added casting weapon. Need to find out how to add particle effects to weapons. Tracer is.. meh. Found a bug. Added projectile to weapon, but it's not scaling and using default explosion no matter what; reported it.
10/22/25 - Updated all magic spells to update damage. I think it might have a bug where it only works upon pickup, but fuck it. I don't care enough to do more than that right now. This is something to circle back to later as it's going to need a bunch of holding of last variables etc. Probably it's own magic tracking table. Actually on that note, I will probably need to do that just for the purposes of creating my own magic system. Sooo maybe I should do that today.
10/23/25 - Ended up spending the last two days getting upgraded to devtest so I could import tsv files with their own settings. Used weight as a value, loaded it, then slowly chipped away today at getting a carry capacity system added to the inventory. Initially got the values loaded and working, then got the system functioning with stamina and soft limits, as well as exhaustion. So it's all done, for all intents and purposes. The only outstanding 'system' remaining is toxin resistance which is frankly, pretty pointless right now.
10/25/25 - Mostly just shoring up basic stuff. Fixed up the bow's palsy hand, also fixed the explosion for the magic fireball. That'll have to tie into the magic system later. Next up today, if I have time is the demo level. It's gonna be ugly and a cludge, but should work fine if I operate it with teleports. Saved project as, now have my demo build. Thanks Tom :) Built up all the systems access for icons on the hud for exhaustion and carry weight. That I think does the trick for 99% of what I'm building. So time to actually work on the map!
10/28/25 - Took one day off but have mostly been chipping away at PAB1. I struggled with the terrain generator, struggled with getting custom grass (Wheat) in, suck at level design, etc. But I got all that done. I go the preliminary interface setup, obviously needs a lot of fiddly bits taken care of, but it's there. I'll get a real artist to do real stuff later. Setup my usual DOF 'quasi pixel' look that I got working a few months ago. Next up are some minor things. I actually want to add a torch pickup script for the torch code. Basically make it an item and give a lantern. Might wait until PAB2.
Got the torch/lantern system working off the flashlight code and tbone's code combined. Surprised it worked. Kind of looks bad though, for what I want.
Figured out the fog system needs a major rework to do what I need >_>
Oh well.
10/29/25 - Spent the entire night working on skyspheres and making a torch that didn't look like garbage.
It was not easy. It's not torch-like yet, but it's definitely lanternlike which is what I'm using anyways so for the moment that's fine. The skysphere will need some finalization and finishing touches but overall is mostly there.
10/30/25 - Night off. Played Dispatch.
10/31/25 - PAB's not gonna make Today, unless I roll it out. Going to delay it a week. Running into issues with Dungeon editing in GGM. Specifically workflow issues dealing with script loading at start of level. I could, and probably will, make a template build level just to speed things a long in the future. It does, however, complicate terrain building. So first thing's first I need to determine my levels. Further, fixed an issue with some help on the import of certain models for the dungeon.
This put me down nearly a full day and a half in terms of time, so that's another reason for the delayed PAB launch. Might as well get it right, since there's not like a big rush. It's my own internal metrics.
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Dungeoneer
Fantasy Survival PC Indie PC Game
| Status | In development |
| Author | Bolt Action Gaming |
| Genre | Role Playing |
| Languages | English |
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