🧱 Dev Diary Entry — August 15th, 2025
“The Codex Hungers”
Mood: Focused, fortified, and myth-bound
Lines of Code Added: ~2000
Co-authored with: Copilot (the backend daemon)
🔨 Rituals of Expansion
Today was a forge-day. Not in the sense of compiling code — though the backend held — but in the deeper ritual of expansion. The codex grew teeth, edges, and domestic fury. I batch-added a suite of tools that now feel like sacred implements: Among the huge list of added items, here is a sample few.
- Tin Opener
- Wood Chisel
- Garden Rake
- Secateurs
- Angle Grinder
- Metal File
- Stone Chisel
- Sharpening Stone
-
Honing Steel(removed, may migrate to CookingItemDatabase)
Each entry was formatted with strict discipline:
- Subclass clarity
- Repair options
- Function tags
- Survivor notes that whisper lore into the void
No namespace drama. No formatting drift. Just clean compiles and backend peace.
🧰 Tool Lore Highlights
- Tin Opener — humble, sharp, and holy. Opens more than cans; opens memory.
- Wood Chisel — a splintering blade for quiet demolition.
- Garden Rake — wide-sweeping and blunt, clearing paths and punishing missteps.
- Secateurs — whispering through stems like a blade made for silence.
- Angle Grinder — a powered scream for slicing steel and defiance.
- Metal File — doesn’t cut, it prepares.
- Stone Chisel — heavier, older, meant for monuments and tombs.
- Sharpening Stone — passive edge-restorer, quiet and essential.
🧪 Backend Enhancements
- Codex now includes
AutoTagKeywords
logic for reusable containers - Regex patterns added for secret detection (Google, Stripe, GitHub)
-
.gitignore
verified — Unity clutter banished - Gitleaks scan passed — 5 commits, 5.96MB, no leaks
🧙 Mythical Takeaway
The codex now hums. It’s not just a database — it’s a shrine. Every tool added today feels like a ritual act, a way of asserting control over the chaos. I didn’t just add items. I expanded the myth.
Next: Slot logic, lid validation, hazard gating — the grind continues.
🧠 Dev Diary Entry — August 17th, 2025
“The Day the Console Went Silent”
Mood: Triumphant, slightly dehydrated, spiritually debugged, recovering from hangover
Status: Zero errors, backend exorcised
🦠 Disease System Creation
-
Modular
DiseaseDatabase
with 20+ diseases:- Genetic: Epilepsy, Narcolepsy, Hemophilia, Shortsightedness
- Nutritional: Starvation, Dehydration
- Viral/Bacterial: Salmonella, Flu, Pneumonia, Common Cold, Waterborne Virus - Disease and Player Conditions,
- Faction-linked: Zombie Pathogen, Mad Cow Disease, Kuru
- Environmental/Toxic: Mercury Poisoning, Parasite Infection, Athlete’s Foot and others added , still need to add some more ( Broken bones ?, infected animal bites ? ).
-
Each disease includes:
- Multiple
SymptomStage
s with timed progression ( may adjust , not sure of the exact implementation ) -
DiseaseEffect
s with intensity, interruptive flags, and survivor notes - Lore tags, cure/mitigation items, and transmission types
- Multiple
🧬 Symptom System Expansion
-
EffectType
enum with 20+ categories: Vomiting, Fatigue, Hallucination, Paralysis, Confusion, etc. - Real-time health/stamina penalties and dynamic effect triggers
- Survivor notes added for immersion
🔊 AudioManager Overhaul
-
PlayLoop(AudioClip)
method added - Music and SFX split into separate
AudioSource
s - Singleton pattern reinforced with prefab safety
- No more string-based audio calls — just clean references
🎥 VisualManager Integration
- Singleton
VisualManager
handles prefab instantiation - Effects like BlurFX, TwitchFX, VomitFX trigger dynamically
🧼 DiseaseEffect Refactor
- Converted
audioCue
andvisualCue
to Unity objects - Refactored entries to use
Resources.Load
- Removed cursed typo
AudiClip
— now a lore tag
🗃️ DiseaseDatabase Rewrite
- Rebuilt in 8 modular parts
- Assets load safely and dynamically
- Formatting, lore tags, and survivor notes preserved
- Fallback logic added for null cues
✅ Technical Wins
- Zero compile errors
- Dynamic cue loading
- Modular, scalable, inspector-friendly
- Prefab/audio folders respected
- Symptom stages trigger real-time feedback
🤡 Funny Moments
-
AudiClip
typo summoned the ghost of a German car manual - Unity took 45 seconds to recognize
GetCurrentStage()
- DiseaseEffect was briefly a string-only illusion
- “BlurFX” assigned to 3 diseases — universal confusion
- Console errors stacked like a ladder to escape the project
-
WaterborneVirus
got cut off mid-diarrhea — poetic irony
🧙 Mythical Takeaway
This wasn’t just a refactor. It was a backend exorcism. We banished illusions, summoned real assets, and turned every disease into a modular, lore-rich entity. The survival RPG now breathes, gags, wheezes, and trembles with clarity.
Tomorrow? Maybe later? Maybe gear schemas. Maybe medicine logic. MAybe Base-building or camp logics. Maybe Vehicle/Generators and all things mechanical. Maybe just a nap.
But today, the grind was glorious.
🧭 Looking Ahead
Very anxious about linking all systems together, but sitting at zero errors feels like a compiler miracle. Safe Mode is a bad memory. I can almost see the flicker of light at the end of the backend tunnel.
Soon: the “fun” stuff — story design, gameplay loops, emotional arcs.
Probably don’t need all the tools I made, all the scripts or effects inside nor all the huge amount of items so far, but better to have too many than not enough.
Upward and onward.
Forward Unto Dawn.
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