Dev log
Update notes and screenshots from the build. Shipped milestones and what is next: Progress.
Posts
Newest first.
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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 and rewards persistence 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.