Full notes
Full Dungeon Flop update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Server
- Performance
Dungeon Flop changes
I am posting again.
daily-ish.
Until i get sad or overworked again.
Its a dev log, right? So what do i log about? Deving, obviously. (sorry, Trimagasi; i used your word again.) The migration continues fairly well, all things considered.
I worked on inventory and inventory persistence across multiple sessions. I implemented/fixed the game loop, going to a dungeon-collecting stuff-returning to lobby-apply acquired resources and items. That was more debugging and correcting my understanding of ownership and authority.
I asked the robots (chatgpt) if i did anything clever, it said no. It's mostly been removing logic/tightening logic flow over anything else. Uh... uh... im trying to think. Damn. Nothing, just fuzz.
Here is a fast look at the rebuild. I've done 0 work on making new tiles/walls/dungeon items/"stuff" - so it very fundamental.
We have an example of account creation.
(lives on servers @ ...\\AppData\\LocalLow\\DefaultCompany\\DungeonFlop_v2\\ServerData\\Accounts)
We have an example of rolling a team.
Selecting a team.
Host starts game.
Loading the rolled dungeon across clients.
RTS controls for the team.
Direct control for units.
Direct control firing an ability (melee and ranged).
Pathfinding for units.
Issuing commands while still in direct control.
Uhh... i guess thats it. I cut off the return to lobby cuz time/file size constraints.
Anyways, lolz, love ya i guess.
Source
Changelog.gg summarizes and formats this update. How we read updates.
