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John
John

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Dev Log 06 - Refactor

🧱 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 SymptomStages with timed progression ( may adjust , not sure of the exact implementation )
    • DiseaseEffects with intensity, interruptive flags, and survivor notes
    • Lore tags, cure/mitigation items, and transmission types

🧬 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 AudioSources
  • 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 and visualCue 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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