November 2025 Devlogs


Nov 11 2025 - I spent the first week of november (1-7) getting PAB1 ready for test. I got it completed, dungeon locked up and ready to go annnnnnd there's an error compiling. Found out it's being caused by a combination of devtest and level 2 (the dungeon). Which sucks. I sent the level to Lee to look at.

 

For now I'm going to focus on building my time of day and weather system based off existing components to do what I want. This is going to be a complex interplay of about 4-6 different systems, so we'll see how well that works out

 

Nov 12 2025 - Spent most of the night working on systems. Got weather event fixed up to do what I want (be repeatable, reusable and fade in/out).  Also tried getting the skydome to work right. That's going to be a big lift, might have to hold out until DX12, since it appears wicked engine already does what I want. This morning got some messages from Lee and Synchro re: the bad build issue. I found the problem lies in the winzone/trigger zone execution.  I removed it, built it, then copied my good levels over. That fixed it so it's playable, but now there's some minor hangups where certain items are missing. Not a huge deal.  Nov 12 night - Ugh. Tired of wasting time on this @#$% skydome. It's not going to do what I want, seemingly ever.  Got the demo built for people to play around with, though I expect nearly no one will grab it, due to bad timing and low visibility.

 

Nov 16 2025 - Spent .. several days fixing the fog code. It was really off. There were alot of weird issues with it, like the logarithmic f(x) = x^2*100 code being used.  Or the opacity being a 0-1 value, percentage. Like comon man, just add the simple math in the engine to convert that to a whole number. Lots of weird little bits and bobs to correct. Spent the better part of my saturday (like 12 hours?) working on the code until I had it right where I wanted it. Now to integrate it into the day-night system interface, with events and what not.

 

Nov 17 2025 - Looks like the next big project is going to consist of two issues. One is resolving constant callouts to perform logic connections in day_night. The second is to deal with sky domes not functioning if they aren't on day_night mode.  They should have a fallback option if it's not enabled to cause it to work all the time. Spent 5 hours working skydomes. Finally resolved it, very minor syntax issues caused Lua to poop out.  In the most unceremonious fashion possible, mind you. It's fixed now. Yet another one for me to chuck out there for resolution.

 

Nov 21 2025 - Looks like this month is going to be mostly weather systems. I did however get Lee to fix my build problems, so now we can build in devtest again. Found a few weird little bugs here and there, but overall PAB1 works. I will need to focus on PAB2 now, which has significantly more iteration going on. Unfortunately work hit me like a truck and the holidays are coming, so that's not likely going to be a ton of progress soon. I still need to check the updated weather_event that necrym sent based on my original modifications.

 

Nov 24 2025 - I spent pretty much the past 3 days working on weather systems. More than I care to go into. I built particle based skies, fixed the fog with LERP (linear interpolation), made weather_engine, added flash storms, and then QA'd the whole mess together to a functioning system.

 

Nov 25 2025 - I put a bow on the last few elements of weather_engine as well as fog.lua; fog needed some modifications because of issues with LERP being way too fast at the end, so I added the Perlin S-Curve algo to make it smoother.  Now I'm... actually kind of lost on what to do next. I got ahead of my own timeline with that one. I figured this would take another week. Not 3 days.

 

Nov 29 2025 - Been kind of banging my head against the wall over the holidays working on the building editor.  Mostly because some other things hanging out there are making life really tough for me right now, personally.  It's killed a lot of my drive and motivation.  I have an idea to make an intro 'house' you start in, that then go into a level. I'm also going to start working on special '1.5' version, specifically for DK's contest.

 

Nov 30 2025 - Found out about global behaviors today. What a lifesaver that's going to be!  At least for some things, like hud monitors and the like. I just need to figure out what I can and cannot use in those systems. Spoke at length with Necrym today about it, discovered that groups not saving behaviors is considered a bug; sent that up.  Also discovered I should be able to do MOST of what I want to do with project code via globals and saving as a project component using object caching. Discovered another object caching error, reported to Necrym.

 

 

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