Dev Log 40 - RNGDungeon Mini Game
Deep dive into data architecture, procedural dungeon loops, dynamic room modifiers, and wiring up the rogue-lite game loop in Unity.
A chronicle of a solo dev building games with zero formal background. From first installing Unity to late-night AI debugging and systems architecture.
Deep dive into data architecture, procedural dungeon loops, dynamic room modifiers, and wiring up the rogue-lite game loop in Unity.
UI optimizations, tooltips stabilization, memory cleanups, and script refactors to prevent edge-case state desyncs across scene transitions.
Holiday rebuilding milestones, stabilizing core mechanics, and resurrecting broken prototype branches.
Combining systems architectures, cleaning up legacy scripts, and aligning project data into consolidated registries.
Stepping back to re-evaluate scope, focusing down the card battler design, and laying down the groundwork for Duckmon.
Custom equipment slot interactions, runtime tooltip binding, and smooth UX hover states.
Diagnosing UI prefab clone rebinding issues and solving state persistence bugs that survived multiple refactors.
Building the first web landing page portal and expanding in-game database schemas.
Audio spectrogram experimentation, hidden audio relic encoder/decoder scripts, and secret in-game lore injection.
Modular slotting systems, weapon modification panels, and inventory state persistence.
Opening the Quackwork Discord server for early feedback, playtesting, and development transparency.
Upgrading Unity engine builds, updating dependencies, and cleaning deprecated code pipelines.
Rebuilding inventory grids, fixing gear asset duplicates, and solidifying item generation logic.
Centralizing gear definitions into ScriptableObjects and refactoring data injection pathways.
Atmospheric shader systems, dynamic weather cycles, and environmental particle effects.
Reflecting on 50 days of solo development, lessons learned the hard way, and rebuilding discipline.
Recovering corrupted scene files, Git recovery tactics, and saving progress from the brink.
Automated asset import pipelines, sprite slicing automation, and atlas optimization.
Rebuilding the JSON-to-ScriptableObject importer tool for faster asset iteration.
Building tactile UI drag-and-drop handlers for inventory management and grid placement.
Pushing through the repetitive architecture work and keeping motivation alive during long solo coding stretches.
Untangling spaghetti code, introducing clean modular handlers, and establishing strict coding conventions.
The brutal truth about converting 500+ items into ScriptableObjects, JSON schema validation, and surviving solo dev burnout.
Migrating hardcoded C# structs into dynamic JSON configurations for rapid game balance tweaks.
Quick patch note breakdown and editor tool performance improvements.
Building in-game debugging overlays and runtime item inspectors for live testing.
Mysterious glyph decoding logic, custom UI text formatting, and lore integration.
StoryNode JSON directional logic locking in, and hunting down elusive scene visual bleed bugs during transitions.
Fixing dialogue branches, choice parser loops, and connecting narrative data into persistent memory.
Banishing duplicate scene managers, eliminating phantom zombie kill trackers, and building a clean bootloader architecture.
Synchronizing runtime states, avoiding memory leaks, and establishing reliable save/load routines.
Legend has it that during a chaotic late-night compiler battle, Logs 09 and 10 contained the forbidden secrets of writing 100% bug-free Unity code on the first try. The multiverse collapsed, created an anomaly portal, and permanently banished them to the shadow realm.
Building turn sequence flow, damage calculators, and status tick managers.
Canvas anchors, responsive UI layouts for varying monitor resolutions, and modular panel prefabs.
Texture compression settings, audio file conversion, and reducing build size footprint.
Integrating background music loops, volume mix buses, and audio source singleton managers.
The Smurf Wars & Impact Refactor — conquering syntax warnings, script conflicts, and establishing clean build rituals.
"The Day I Out-Scoped My Own Sanity" — days of edible chaos, finalizing liquid databases, and item schemas.
First successful compiler pass, getting UI buttons to respond, and fighting the first wave of null reference exceptions.
"Installed Unity. Opened a blank scene. No code. No plan. Just vibes and a cube. Closed it." The very beginning of moving shared enums, Git archaeology, and compiler errors.
Follow active development, test early preview builds, and talk card balance with the solo dev on Discord.