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Steam News14 January 20265mo ago

Dev Diary Day 9

I got sick, or something. So i had 2 dead days. Just looked at how much i spent on books, and zomg, i gotta sell some music gear. Set that up, buy my stuff on reverb. https://reverb.

Full notes

Full Dungeon Flop update

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

What changed

2 fixes4 additions6 changes0 removals
  • Maps
  • Performance
  • UI and audio
  • Gameplay
  • Compatibility
changedzomg i am so tired. i need to sleep. been coding from 6 am to 8pm. i am so done. I am ALMOST done with the dialogue editing system. i have a few nodes left to implement, and then i should make it look nice, but thats been taking me a while. I will be happy to move on from it. Next would be the map editor, and "THAT ShOuLD Be SimPLE". Yeah, its going to suck, probably take me 4 days to finish up. then, after that, i need to finish up some abilities and stuff, make some more rooms using the various editors, make a loading scene, THAT stuff is simple. Just boring for me because the hard stuff is over.
changedDev Diary – Dialogue System & Editor Overhaul ProgressContinued deep work on the runtime dialogue editor , focusing on stability, clarity, and authoring speed
addedDev Diary – Dialogue System & Editor Overhaul ProgressReworked the Dialogue Timeline UI : Action list now rebuilds cleanly from editor state Selection, reordering, add/delete actions all stay in sync Inspector panels auto-refresh on relevant changes
fixedDev Diary – Dialogue System & Editor Overhaul ProgressImplemented a proper stage simulation system : Actions are replayed forward to determine stage state Separate “stage before” vs “stage after” snapshots Fixed long-standing desync issues between timeline and inspector
addedDev Diary – Dialogue System & Editor Overhaul ProgressBuilt a new StageSnapshot / StageSim flow : Tracks which characters occupy Left / Center / Right Handles Enter, Exit, MoveTo, and ClearStage deterministically
addedDev Diary – Dialogue System & Editor Overhaul ProgressMajor rewrite of the Move Action Inspector : Moved away from raw dropdowns Introduced a visual stage layout with character portraits Explicit source → destination selection instead of guesswork

zomg i am so tired. i need to sleep. been coding from 6 am to 8pm. i am so done. I am ALMOST done with the dialogue editing system. i have a few nodes left to implement, and then i should make it look nice, but thats been taking me a while. I will be happy to move on from it. Next would be the map editor, and "THAT ShOuLD Be SimPLE". Yeah, its going to suck, probably take me 4 days to finish up. then, after that, i need to finish up some abilities and stuff, make some more rooms using the various editors, make a loading scene, THAT stuff is simple. Just boring for me because the hard stuff is over.

here is chat dog to dog yo chat my dog.

Dev Diary – Dialogue System & Editor Overhaul Progress

  • Continued deep work on the runtime dialogue editor, focusing on stability, clarity, and authoring speed

  • Reworked the Dialogue Timeline UI:

    • Action list now rebuilds cleanly from editor state

    • Selection, reordering, add/delete actions all stay in sync

    • Inspector panels auto-refresh on relevant changes

  • Implemented a proper stage simulation system:

    • Actions are replayed forward to determine stage state

    • Separate “stage before” vs “stage after” snapshots

    • Fixed long-standing desync issues between timeline and inspector

  • Built a new StageSnapshot / StageSim flow:

    • Tracks which characters occupy Left / Center / Right

    • Handles Enter, Exit, MoveTo, and ClearStage deterministically

  • Major rewrite of the Move Action Inspector:

    • Moved away from raw dropdowns

    • Introduced a visual stage layout with character portraits

    • Explicit source → destination selection instead of guesswork

  • Added strong visual feedback for movement editing:

    • Source character dims

    • Destination highlights at full opacity

    • Other slots fade to reduce noise

    • Directional arrows show movement intent (auto-flipped)

  • Fixed multiple edge cases:

    • Multiple characters on stage

    • Invalid MoveTo destinations

    • Cancelling or reselecting moves

    • Silent failures from missing stage context

  • Unified naming drift issues ([c]Move[/c] vs [c]MoveTo[/c]) for backward compatibility

  • Tightened inspector routing so the correct inspector always opens

  • Improved error tolerance when loading older dialogue data

  • General UI polish, cleanup, and refactors to reduce authoring friction

Net result: Dialogue authoring is now more visual, more deterministic, and significantly harder to break, especially for complex scenes with multiple characters moving around the stage.

Source

Steam News / 14 January 2026

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