I’m currently deep in the foundation phase of building Magickness™ — a system-driven MMORPG — where the focus is on stabilizing core systems before expanding gameplay.
This dev log continues work on the character preview system, but shifts more into debugging the codebase and refining the development workflow itself.
Continuing the Character Preview Fix
The preview system is still being refined, specifically around:
- Resetting character state cleanly between changes
- Fixing inconsistencies between UI preview and in-world representation
- Ensuring mesh + animation updates propagate correctly
At this stage, the issue isn’t just visual — it’s systemic.
If state isn’t handled correctly, bugs compound quickly across UI, animation, and gameplay layers.
Codebase Review & System Clarity
Instead of continuing to patch issues, I stepped back and started reviewing the structure of the system:
- Where state is stored and updated
- How UI interacts with character data
- How animation and mesh updates are triggered
This is where a lot of hidden problems show up.
When systems are being built quickly, logic can become fragmented:
- duplicated updates
- unclear data flow
- implicit dependencies
Cleaning this up early prevents major refactors later.
Using AI as a Development Tool
I’ve been integrating AI (Claude) into my workflow during this phase.
Not for writing game logic directly — but for:
- Reviewing system structure
- Breaking down complex debugging paths
- Identifying where logic may be inconsistent or redundant
It’s essentially acting as a second-pass analysis layer.
The key is treating it as a tool — not a source of truth.
Workflow Shift
This dev log marks a subtle shift in approach:
From:
Fixing visible issues
To:
Understanding and stabilizing underlying systems
That includes:
- Tracing data flow through the character system
- Ensuring predictable behavior across UI and runtime
- Reducing hidden dependencies
Why This Phase Matters
Foundation work like this is slow, but it defines everything that comes after.
If systems aren’t:
- predictable
- consistent
- scalable
…then adding features just creates more problems.
Project Context
Magickness™ is being built around:
- discovery-driven mechanics
- system-based progression
- player experimentation
That only works if the underlying systems are solid.
Dev Log
Full breakdown here:
https://youtu.be/hbOMcn82Nas
Website
If you’re working in UE5 and have dealt with character systems or UI-driven previews, I’d be interested in how you’re structuring state and updates across systems.
Top comments (0)