Tag: Debugging
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Weekly Update – August 21, 2026
Attributes Wired Up The stat modifiers affected by attributes (Might, Agility, Insight, etc.) were fully configured, but never wired into the game. Attribute scores now determine many stats such as HP gained per level, maximum pushing weight, trap detection chance, and base evasion. New Abilities (10) These were a lot of work because half of…
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Weekly Update – August 7, 2026
I didn’t follow my plan for the week of fixing missing sound effects and weird enemy AI behavior. Playtesting led me in many other directions. UI/UX Enhancements Improved On-Screen Log New Abilities New Objects Ally AI Type To support summoned allies, I had to create a new actor AI type. Ally AI a variation of…
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Weekly Update – July 17, 2026
Third highly productive week in a row. That may be a record for 2026. Key Binds Keys can now be remapped in the game settings. This started out as wanting to display what each key did. I reasoned, after the new UI panel was built, that it wouldn’t be that much more work to support…
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Weekly Update – July 3, 2026
I had two days off from work this week and spent most of that time working on Legend. Dungeon stocking continues to significantly improve. Enemy AI is in good shape, though ranged enemies need more tweaking. More polish is needed throughout. Optimization Game performance has been gradually declining. It was time for another optimization pass.…
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Weekly Update – April 25, 2026
My original goal for the week was to make more room types for level 1 and add drag and drop controller support. I worked on the latter, and went off on a few tangents. Next week, I’ll keep working on drag and drop controller support, enemy AI design, and adding room types to level 1.

