π§ Dev Log β Weather System Overhaul & Survival Cost Integration
Focus: Weather logic expansion, sprite integration, and metabolic survival cost system
π¦ Weather System Overhaul
π§ EnvironmentManager.cs
Added missing weather types: Wind, Fog, Hail, Storm
Refactored ambient temperature logic to reflect wind chill and seasonal modifiers
Replaced raw season strings with SeasonType enum
Integrated Enum.TryParse for safe conversion
Fallback to SeasonType.Summer if parsing fails
Confirmed prefab-safe access to ZoneWeatherProfile and dynamic weather resolution
Added manual override via SetWeather(WeatherType newWeather)
Logged resolved weather per node and zone for debugging
π§ WeatherTypeConverter.cs
Added fallback logic to default to WeatherType.Clear if JSON parsing fails
Ensured compatibility with Survival.Environment namespace
πΌοΈ Sprite Integration
Scaled weather icons manually using OG Microsoft Paint
Confirmed visual clarity and sizing for HUD overlays
Assigned backgroundImageID to story nodes for visual transitions
Verified sprite alignment with weather types: fog, rain, sunshine, snow, etc.
π Story System Expansion & Reformat
π§ StoryNode.cs
Extended Outcome with:
actionType (e.g. "climb", "walk", "rest")
terrainType (e.g. "ridge", "shoreline", "snow")
gearChecks (e.g. "bareFeet", "outerFeetEquipped")
Optional overrides: staminaCost, hydrationCost, hungerCost
π§ StoryNodeLoader.cs
Hooked SurvivalCostResolver.ApplyDynamicCost(...) into ResolveOutcome
Applied survival cost after conditions and playerStates
Synced HUD after stat drain
Preserved weather resolution, time advancement, and variant matching logic
Confirmed prefab-safe integration with EnvironmentManager, PlayerStats, and GameSceneManager
π§ͺ Survival Cost System
π§ PlayerStats.cs
Added ApplyStoryNodeCost(...) for dynamic stat drain
Integrated ReduceStamina, ReduceHydration, ReduceHunger with clamped values
Confirmed prefab-safe access to gear traits and slot checks
Extended trait-aware condition logic (HasCondition, HasTag)
Finalized gear slot helpers for waterproof, gas-resistant, and thermal checks
π§ SurvivalCostResolver.cs (New)
Created modular resolver for dynamic survival cost
Calculates drain based on:
Action type
Terrain type
Gear penalties (missing traits)
Disease and Condition status
Manual overrides if defined
Logs final cost breakdown for debugging
π§ Narrative Integration
Node node_0001 now supports:
Multiple outcomes with terrain, gear, and action tags
Dynamic stat drain based on barefoot climbing, fog walking, and gear-equipped movement
Weather-aware variants and condition triggers
Visual transitions via backgroundImageID
β
All Errors Resolved
SurvivalCostResolver not found β added new script
ApplyStoryNodeCost missing β added to PlayerStats
WeatherType parsing errors β fixed via WeatherTypeConverter
Season string mismatch β resolved via Enum.TryParse
Sprite scaling β manually adjusted in Paint and confirmed in HUD
π§ Dev Log β Disease System Refactor
Milestone: Modular Disease System Phase 1 Complete
β Completed Changes
- Modular Data Structure
Refactored DiseaseAndInjuryData.cs to support:
HUD icons (Sprite hudIcon)
Stat drain modifiers (stamina, hydration, hunger, movement)
Progression chains, treatment hooks, suppression/prevention logic
Linked conditions and lore tags
- Runtime Manager Upgrade
DiseaseAndInjuryManager.cs now:
Pulls stat drain from disease + stage
Applies linked conditions automatically
Supports HUD icon retrieval
Logs all actions with [Impala] tags
- Active Disease Resolver
ActiveDiseaseAndInjury.cs now:
Resolves stat drain, movement penalty, and HUD icon
Checks for treatment, suppression, and prevention items
Exposes linked conditions and progression metadata
- Importer Pipeline
Refactored the generalimported into a solid universal importer
Read from Assets/StreamingAssets/Data/.... all json types
Created and expanded more assets in Assets/DiseaseAssets , Environmental Objects , Fish Assets.
Patch all fields including symptom stages, visual/audio cues, and icons
Log imports with [Impala] for traceability
Environmental objects now showing correct data sets, and have available fish assets able to be fished from water sources.
π§ Technical Milestones
β GameSceneManager Purged & Rebuilt: Cleaned and rebuilt GameSceneManager.cs, resolving ambiguity, removing duplicate classes, and injecting test mutation logic.
β PlayerStats Refactored: Fully modular, prefab-safe, and runtime-obedient. All stat mutation and restoration methods now trigger HUD sync.
β Namespace Collision Resolved: Discovered 150+ compiler errors caused by duplicate scripts across Assets/Scripts/InGame. Purged the infestation.
β SurvivalCostResolver Pipeline Confirmed: Mutation logic now flows from story node β outcome β stat impact β HUD sync.
β Runtime Truth Restored: Injected test mutations. HUD displayed correct values. Tooltip now full integrated and updated No crash. No silence. System obeyed.
π§ Dev Log β Tooltip Revival & GearSlotUI Sync
Date: 28 Sept 2025
Focus: GearSlotUI restoration, tooltip expansion, and prefab-safe field injection
π§° GearSlotUI Restoration
Refactored GearSlotUI.cs to support expanded field mapping
Injected runtime-safe bindings for equipped gear across all slot panels
Confirmed prefab integrity and slot visibility for all valid gear items
Verified injection logic with debug trace: no nulls, no skips, no ghosts
π§ Tooltip Box Expansion
Rebuilt tooltip panel to support 7β8 new fields, including:
Armour
Thermal rating
Slot count
Weight
Durability
Rarity
Condition
Achieved full prefab-safe rendering across all equipped gear
Tooltip now dynamically reflects item stats and lore
Verified clarity and alignment across HUD overlays
πΌοΈ Visual Confirmation
Tooltip box renders beautifully across all gear slots
Denim whispers, apples sparkle, and relics speak
No ceremony. Just runtime truth and modular obedience
π§ Runtime Notes
All gear items now show correctly in slot panels
Tooltip logic confirmed across 154 slots
No filtering errors, no prefab breaks, no injection failures
HUD obeys. Tooltip sings. Grind rewarded.
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