Full notes
Full Dungeon Flop update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- UI and audio
- Gameplay
- Balance
- Compatibility
GAH! I ALMOST FORGOT ABOUT THIS! ZOMG! I made a commercial for the game! thats cool. Its for a bike shop that i go to, they have a BOYB kind of party thing on the 2nd saturday of each month. And i enjoy playing my synths down there, bleep bloop.
I extended the Aiming stuff for beam weapons and ranged weapons. So now you can possess a party mob and fire stuff off, so thats fun. That was hard, but not that hard to implement because i had most of it there already. Right now its been kind of high level stuff, nothing gritty, nothing to show PROGRESS.
I will keep this short because i still want to post before midnight (AND I MUST SHEEP). Thats about it then. Let me pass this over to Chat BOI.
Thinking of developing the decision making framework (AI) that I invented? maybe. I'm tired so i dunno. lolz. Dflop has a modified version for its dialogue system, so i dunno.
https://roll4d4.github.io/KLEP/
🛠️ Dungeon Flop – Dev Diary (Today)
Today was a systems + presentation day, tying together combat input, visuals, and tone.
⚔️ Combat Systems Progress
Ranged Attacks
Finished untangling direct-control vs tactical targeting.
Standardized how ranged abilities read aim input and range.
Clarified the contract between ability logic and aim UI so ranged attacks actually fire when under direct control.
Beam Abilities
Built a proper [c]BeamAbilityBase[/c] that:
Channels over time
Drains resources per second
Uses a LineRenderer for continuous damage
Fixed the “beam isn’t shooting” issue by aligning it with the existing direct-control interface instead of inventing new hooks.
Implemented Direct Beam Aim UI so beams:
Track mouse position correctly
Only channel while input is held
Cleanly start/stop visuals, audio, and damage
Melee Attacks
Confirmed melee, ranged, and beam attacks now all share the same direct control philosophy:
AbilityBase handles rules
Aim UI handles input + visualization
No ability fires unless the control mode explicitly allows it
🏃 Movement Abilities
Finalized MovementAbilityBase for dash / leap / charge-style abilities
Added optional range visualization:
Circular fill + outer ring
Dynamically scales with EffectiveRange
Locked in the flow:
Aim
Validate destination
Execute movement coroutine
Impact / cleanup
This gives movement abilities the same clarity and consistency as combat abilities.
🎬 Presentation & Style Work
Leaned hard into vaudeville / silent-film framing for the game’s tone
Created:
Old TV test-pattern screens with goblins
Silent-film style intertitle cards
“Step One: Kick Down the Door” visual gag
Built a CRT / tube warp stack in Premiere:
Lens Distortion for screen bulge
Grain, blur, noise, and vignette
Radial wipes for countdowns and scene transitions
This locks the marketing visuals to the same theatrical identity as the game itself.
🧠 Big Picture Win
By the end of the day:
Melee, ranged, beam, and movement abilities all follow the same mental model
Input, targeting, visuals, and execution are cleanly separated
The game feels more intentional, both in play and presentation
This was a glue day — fewer new features, but everything fits together better.
Source
Changelog.gg summarizes and formats this update. How we read updates.
