Dev log
Update notes and screenshots from the build. Shipped milestones and what is next: Progress.
Posts
Newest first.
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Ability Breadth and Effects 36 development abilities covering damage, healing, shields, crowd control, and different ways to reach a target. -
Dedicated Zones and Shards Login, character selection, and public Shard switching on the dedicated zone servers. -
Online Entry Flow Players can sign in, create or select a character, and enter its assigned game zone. -
Combat Feedback and Logs The combat log now records damage, healing, effects, loot, XP, and system events with separate filters. -
Enemy Levels and Dungeon Scaling Enemy level now determines HP and combat stats, adjusts damage and XP, and appears on the selected target. -
Equipment and Item Stats Weapon and chest equipment now applies attributes, Max HP, critical stats, weapon visuals, and attack style. -
Attributes Start to Matter Attributes now affect ability scaling, survivability, mitigation, avoidance, and eligible rolls. -
Ability Learning and Scrolls Abilities can now unlock through class and level, or be learned from scroll drops. -
Camera, Movement, and Feel Third-person camera, familiar MMO movement, casting movement rules, move speed buffs, and debuffs are in. -
Character persistence and loot in XP, gold, inventory, learned abilities, and character state now save across sessions. -
Loot v0: drops, rights, and a group roll window First loot pass: how drops roll, what happens when two groups fight the same pack, and how the party decides who gets the item. Formula at the bottom if you want to see the math. -
Session director in One place owns the dungeon session: spawns, clock, kills, and how the session closes. Built to grow into a persistent online world. -
Enemy activation budget in Nearest-N active AI, deterministic tie-break, tunable budget so we can fill the dungeon without melting the machine. -
Enemy AI MVP in NavMesh movement, idle chase attack, shared combat path with the player, fixed spawn order. -
Combat core in Projectiles, abilities as data, single place for hit resolution, death events wired. -
Foundation in place Movement, input, aim, and the entity layer everything else builds on. -
Welcome to the DungeonSlice dev log Introducing the dev log and what we're building.