Dev log
Update notes and screenshots from the build. Shipped milestones and what is next: Progress.
Posts
Newest first.
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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. -
Run director in One place runs the dungeon session: spawns, clock, kills, and how the run closes. Early builds use an extraction loop; full vision is MMO-scale. -
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.