Full notes
Full Dungeon Flop update
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What changed
- Maps
- Performance
- UI and audio
- Gameplay
- Compatibility
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
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