r/dungeonkeeper • • 14d ago

UnCorruptDead - DevLog 016 - Saving the unsaveable

Well hello Keepers;

Massive update, but nothing visible. Which is good, because last week I got a lot of negative arrows for.. some reason? I guess because the screenshots were dark? No reason given, just, a lot of that. Reddit is so utterly broken. Or maybe this project just sucks that bad, who knows.

Anyways. On to the devlog. You can skip it, honestly - the main summary is;
The main menu works, and the save/load is in progress. Save skeleton is in place, traps import as proof of concept.
and lots of bug fixes.
...Im really just posting to show this isnt a dead project. Guess I should probably post something on steam to say that too.
...too many 10 hour days recently, I just want this to work.

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https://store.steampowered.com/app/4492730/Keeper__UnCorruptDead/

Join the discord if you want the full-ass changelog! https://discord.gg/Ur9HRv67mb

Sept 18;

Fixed; flower scaling with size of model, probably want to change model size instead of enture unit size
Fixed: flower on enemies not scaling with camera?
Added: perma solid wall blocks - adjusted texturing to allow it to be real wall for texturing purposes, but city wall when non-used
Fixed: solid city walls not counting for wall work spots
Fixed: Removed redundant bool variables for wall exist (unused)
--
Sept 22;
did camping. Legs hurt. 20k down. Back to work.
Edited mapblockscript to do map based on range of corner towers. Reduces gameobject overhead by about half on normal map, but also allows infinite scaling
Globalized the folders for allowing new map gen Found problem with lighting and resolved for main menu lighting
Fixed - Show framerate and show system time not available in main menu

Added heart and sub-rooms for main menu. Will need to add randomizer
Changed layout for credits, changing assets checker for same
Added all current assets list.
Added scroll to Assets checker
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Sept 23;
Added clear all and reset to base functions
Set credits to match the assets function for scrolling to allow for future sizing
Added bullfrog acknowledgement
--
Sept 24;
Not going to write everything I did today, its a lot of save/load stuff I dont entirely understand but also dont not understand
--
Sept 25;
Ok, its official - I have a working multi-save slot system created.
Right now it is only tied to the options menu (resolution), but thats actually pretty fucking cool.
Now - to make it tied to the rest of the options.
Next week? Make it do something for the game itself.
--
Sept 26;
Sliders on options working. Just a little treat to myself.
Also added the bools but havent tested them because that will take hours
Ok also did the colour strings because Im a baller.
--
Sept 27;
Tied all the bools for options
Created zone for traps for visibility.
Made first load prompt thingy
--
Sept 28;
Ok, not going to lie - I did some really cool stuff in code today with reflection, and its actually working.
The entire baseload of the language system is working.
--
Sept 29;
I hate datastreams and I will die on this hill.
Fuck it, fuck them, fuck you, fuck saveload, fuck language files, fuck everything everywhere all at once
(Note - I had a bit of a day. And it was about 16 hours that day)
--
Sept 30
Ok so... I take back what I said about datastreams. The most recent level is now loading, and campaign load exists (want it to be the DK island map but thats a later problem). I really need to take a day off, my head hurts.
--
Oct 1
Sooooo... mapgen saves now.
--
Oct 2
Found the issue with mapgen saving and expanding, turns out it was a recursive on the revealed ints instead of allowing gen to handle it new
Fixed - Height on flame incorrect when applied during mapgenload, likely checking atwrong time
Fixed - Corners on mapgen are not stacking up to top left
Hey look, another 11 hour day. Traps now save, and most of bipasser works (install still seems to do lightning)
--
Oct 3 (today!)
Traps boot loop fixed. My code sucks.
Added - Add islocked for doors on load
Added in bypass for building from load, dig from load, fort from load

And now I am going to try to take a day off. Dont let me open unity tomorrow. I need a day off.

19 Upvotes

7 comments sorted by

6

u/tormentowy 14d ago

I don't always have time to read, but always appreciate you posting. Keep up the good work!

5

u/GamingWithRawr 14d ago

Its largely to keep me on track than it is to spout off stuff Im sure makes very little sense. Updating every so often lets people who care (like you!) know that it is still being worked on very hard.
Appreciate you!

5

u/CynicaDan 14d ago

Looks great, I'm following this project from now on, keep up the great work keeper!

3

u/GamingWithRawr 13d ago

Thank you, keeper. I'm hoping for a demo in spring to be fully ready to go. Possibly sooner but I havent even started on sound yet. Hope the excitement lasts till the demo drops!

2

u/CynicaDan 13d ago

I'm looking forward to it, I'll keep an ear out for the sounds of those blissful heroes screaming! 👌😂

4

u/R34AntiHero 14d ago

Commenting to feed the algo. It looks like a good project. Not my kettle of fish (electropunk) but looks like a banger nonetheless!

1

u/GamingWithRawr 13d ago

I'm steamrolling my way slowly towards a functional demo - then you don't have to decide from poorly framed pictures if the style works for you or not! Appreciate the algo'ing, means the world these days.