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Steam News1 March 20264mo ago

Version 2. Failure and Regrets.

I have not posted in a while. I had wanted a soft release for a demo on my birthday, in order to play my game with you. That was my birthday gift for myself, and i failed at that.

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Full Dungeon Flop update

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What changed

0 fixes1 addition0 changes0 removals
  • Gameplay
addedIt really fell apart when i introduced multiplayer as a feature. It was causing massive headaches in the architecture as set up in v1. Dungeon flop v2 has been fully rebuilt from the ground up with multiplayer as a core feature.

Dungeon Flop changes

addedIt really fell apart when i introduced multiplayer as a feature. It was causing massive headaches in the architecture as set up in v1. Dungeon flop v2 has been fully rebuilt from the ground up with multiplayer as a core feature.

I have not posted in a while.

I had wanted a soft release for a demo on my birthday, in order to play my game with you. That was my birthday gift for myself, and i failed at that. That's ok, sometimes failure is a good thing. If i had rushed, pushed out a janky thing that doesn't make sense, it would have turned a lot of users off of the project.

I looked at this thing i've slaved away at for WAY too long, and it wasn't just bad, it was worse; Not Fun.

What do you do when everything you've worked hard at turns sour. Like dropping a pizza after you take it out of the oven, cheese side down. You just look at it, the dreams of flavors turning rancid. Do you go hungery? Do you get a sandwich? do you order out? That's the point. Hunger persists, despite the failure.

So, what do i do? I do what i have to do. Paid, unpaid, i'm still going to find cool neat-o solutions to odd ball problems. That's what i love to do, and that's what i have to do. I find that mostly in game engineering. Its a profound medium that has endless ways of solving any one solution. Thats what interests me in it.

You can be a musician, an artist, an engineer, a 'people person', an introvert, anything.

There is always room for your unique take on things in game development.

February 11th came, i failed, time moves on; and thus the interesting question, "What have you been doing then?"

It really fell apart when i introduced multiplayer as a feature. It was causing massive headaches in the architecture as set up in v1. Dungeon flop v2 has been fully rebuilt from the ground up with multiplayer as a core feature.

In app mod authoring was promised, and i've delivered. Using the in-app authoring tools is how I made the dungeon stuff you are (hopefully) looking at now. I have several user forward tools that i've implemented to facilitate community generated content. Floor/wall editors (to make floor and wall!). An item editor (make items, loot). A furniture editor (make dungeon stuff, breakables (safe/cabinets/things you smash to get gold), a room editor to combine all the stuff and edit your rooms together, and a class editor (to make your own classes with).

Its hard doing all this stuff myself. I wish i was better at this, but im going as fast as i can. Thanks for reading my mad-man crazy person ramblings.

Source

Steam News / 1 March 2026

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