HomeGamesUpdatesPricingMethodology
Steam News10 January 20265mo ago

Dev Dairy 8; Early Dev is Early

I'm writting this early because im going to a party thing. I got a show to play at (i like playing synths and drum machines. Midi rocks yo). But, that doesn't mean i got no deving done.

In this update8

Full notes

Full Dungeon Flop update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes4 additions8 changes1 removal
  • Gameplay
  • UI and audio
  • Performance
addedI'm writting this early because im going to a party thing. I got a show to play at (i like playing synths and drum machines. Midi rocks yo). But, that doesn't mean i got no deving done. I worked on the dialogue manager today, and extended it out to save out .json files. No longer is it constrained to just loading files, now it can actually make them. Wow. Much download. It also checks for duplicate names and stuff, so if you have asdf as a module name, and you try to make another asdf, it will auto add a _1 and increment from there. uh, also highlighting what node is active, and allowing you to move dialogue nodes (character ENTER, character SAY, character EXIT) around in the timeline. I also cant spell dialogue to save my life. when i get back tonight, i should be implementing a generic panel incase i dont have stuff hooked up (which i currently done) and for the future. it will tell me what broke/the user what brok, so they can yell at me more intelligently then just guessing.
changed1. Timeline UI became a real editor, not a viewerBuilt a functioning Actions Timeline
changed1. Timeline UI became a real editor, not a viewerRows now: Display index, type, label, and summary Are clickable Drive inspector routing
changed1. Timeline UI became a real editor, not a viewerSelection is now stateful and authoritative Clicking a row selects the action Selection propagates to the inspector Visual highlight reflects selection
added2. Selection is now a first-class conceptAdded [c]SelectedActionIndex[/c] to the editor controller
added2. Selection is now a first-class conceptNew actions automatically become selected

Dungeon Flop changes

addedI'm writting this early because im going to a party thing. I got a show to play at (i like playing synths and drum machines. Midi rocks yo). But, that doesn't mean i got no deving done. I worked on the dialogue manager today, and extended it out to save out .json files. No longer is it constrained to just loading files, now it can actually make them. Wow. Much download. It also checks for duplicate names and stuff, so if you have asdf as a module name, and you try to make another asdf, it will auto add a _1 and increment from there. uh, also highlighting what node is active, and allowing you to move dialogue nodes (character ENTER, character SAY, character EXIT) around in the timeline. I also cant spell dialogue to save my life. when i get back tonight, i should be implementing a generic panel incase i dont have stuff hooked up (which i currently done) and for the future. it will tell me what broke/the user what brok, so they can yell at me more intelligently then just guessing.
changedBuilt a functioning Actions Timeline
changedRows now: Display index, type, label, and summary Are clickable Drive inspector routing
changedSelection is now stateful and authoritative Clicking a row selects the action Selection propagates to the inspector Visual highlight reflects selection
addedAdded [c]SelectedActionIndex[/c] to the editor controller

I'm writting this early because im going to a party thing. I got a show to play at (i like playing synths and drum machines. Midi rocks yo). But, that doesn't mean i got no deving done. I worked on the dialogue manager today, and extended it out to save out .json files. No longer is it constrained to just loading files, now it can actually make them. Wow. Much download. It also checks for duplicate names and stuff, so if you have asdf as a module name, and you try to make another asdf, it will auto add a _1 and increment from there. uh, also highlighting what node is active, and allowing you to move dialogue nodes (character ENTER, character SAY, character EXIT) around in the timeline. I also cant spell dialogue to save my life. when i get back tonight, i should be implementing a generic panel incase i dont have stuff hooked up (which i currently done) and for the future. it will tell me what broke/the user what brok, so they can yell at me more intelligently then just guessing.

anyways, i gotta go.

p.s. my band is called CTRL+ALT+DESTROY; we study good times and friendship to use it for what it was intended for; evil.

ChatG take it from here ...

Dialogue Editor – What We Shipped Today

1. Timeline UI became a real editor, not a viewer

  • Built a functioning Actions Timeline

  • Rows now:

    • Display index, type, label, and summary

    • Are clickable

    • Drive inspector routing

  • Selection is now stateful and authoritative

    • Clicking a row selects the action

    • Selection propagates to the inspector

    • Visual highlight reflects selection

2. Selection is now a first-class concept

  • Added [c]SelectedActionIndex[/c] to the editor controller

  • Timeline reflects selection state

  • New actions automatically become selected

  • Selection survives rebuilds

This unblocked:

  • Delete

  • Move up / down

  • Inspector consistency

3. Action creation & deletion stabilized

  • Wired timeline buttons directly to the editor controller

  • Canonical mutation path established:

    • [c]CreateAction(ActionType)[/c]

    • [c]DeleteSelectedAction()[/c]

  • Prevented illegal states:

    • Terminal [c]ClearStage[/c] cannot be deleted

    • Script can never be empty

  • All mutations trigger:

    • Selection update

    • Label index rebuild

    • Timeline refresh

This is now safe to use live.

4. Reordering support added (Move Up / Down)

  • Timeline actions can be reordered via buttons

  • Selection moves with the action

  • Index math is clamped and safe

  • Terminal [c]ClearStage[/c] is protected from invalid movement

This turns the timeline into an actual authoring tool, not a static list.

5. Inspector routing hardened

  • Centralized inspector routing logic

  • Every action now resolves to:

    • A specific inspector or

    • A generic fallback panel

  • Removed “missing mapping” hard failures

  • ClearStage intentionally routes to Generic Panel

This eliminated a whole class of demo-killing crashes.

6. Generic Action Inspector introduced

  • Safe fallback for:

    • Structural actions

    • Unsupported or future actions

  • Prevents editor lockups

  • Communicates intent instead of error

  • Acts as a guardrail for iteration

This makes the editor future-proof.

7. Editor UX crossed the “demo-safe” line

  • No more red-log crashes during normal use

  • No dead UI paths

  • No invalid states reachable via UI

  • The editor can now be:

    • Shown

    • Used

    • Clicked aggressively

    • Recorded on video

That’s a big deal.

Source

Steam News / 10 January 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.