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    <title>DEV Community: DomTech Gaming</title>
    <description>The latest articles on DEV Community by DomTech Gaming (@domtechgaming).</description>
    <link>https://dev.to/domtechgaming</link>
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      <title>DEV Community: DomTech Gaming</title>
      <link>https://dev.to/domtechgaming</link>
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    <language>en</language>
    <item>
      <title>Building the First Magic Ability for an MMORPG in UE5 (Dev Log #18)</title>
      <dc:creator>DomTech Gaming</dc:creator>
      <pubDate>Sun, 28 Jun 2026 20:55:11 +0000</pubDate>
      <link>https://dev.to/domtechgaming/building-the-first-magic-ability-for-an-mmorpg-in-ue5-dev-log-18-507</link>
      <guid>https://dev.to/domtechgaming/building-the-first-magic-ability-for-an-mmorpg-in-ue5-dev-log-18-507</guid>
      <description>&lt;p&gt;After months of building backend systems, combat, crafting, progression, and player interaction, Dev Log #18 reaches a milestone I've been looking forward to since the project began.&lt;/p&gt;

&lt;p&gt;Magickness™ finally has its first Magick ability.&lt;/p&gt;

&lt;p&gt;Rather than beginning with spellcasting immediately, Magick is introduced through gameplay.&lt;/p&gt;

&lt;p&gt;When the player's health falls low enough, Mana awakens and the player unlocks Magick Burst.&lt;/p&gt;

&lt;p&gt;This update required connecting multiple gameplay systems:&lt;/p&gt;

&lt;p&gt;Gameplay events&lt;br&gt;
Character animation&lt;br&gt;
Visual effects&lt;br&gt;
Ability activation&lt;br&gt;
Mana systems&lt;br&gt;
Ground impact effects&lt;/p&gt;

&lt;p&gt;One of the biggest learning experiences during this milestone was integrating Unreal Engine's visual effects workflow and synchronizing those effects with gameplay animations.&lt;/p&gt;

&lt;p&gt;While Magick Burst is only the first ability, it establishes the technical foundation for every future Magick technique in the game.&lt;/p&gt;

&lt;p&gt;Video:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://youtu.be/WadXQqg01" rel="noopener noreferrer"&gt;https://youtu.be/WadXQqg01&lt;/a&gt;...&lt;/p&gt;

&lt;p&gt;Website:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://magickness.com/" rel="noopener noreferrer"&gt;https://magickness.com/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>unrealengine</category>
      <category>mmorpg</category>
      <category>rpg</category>
    </item>
    <item>
      <title>Building the First Craftable Weapon for an MMORPG (UE5 Dev Log #17)</title>
      <dc:creator>DomTech Gaming</dc:creator>
      <pubDate>Tue, 23 Jun 2026 19:05:03 +0000</pubDate>
      <link>https://dev.to/domtechgaming/building-the-first-craftable-weapon-for-an-mmorpg-ue5-dev-log-17-bg</link>
      <guid>https://dev.to/domtechgaming/building-the-first-craftable-weapon-for-an-mmorpg-ue5-dev-log-17-bg</guid>
      <description>&lt;p&gt;One of the most important steps toward a player-driven MMORPG is moving beyond resources and tools into actual equipment.&lt;/p&gt;

&lt;p&gt;In Dev Log #17, Magickness™ gains its first craftable weapon.&lt;/p&gt;

&lt;p&gt;The new Battle Stick is fully integrated into the game's progression systems.&lt;/p&gt;

&lt;p&gt;This required connecting:&lt;/p&gt;

&lt;p&gt;Crafting&lt;br&gt;
Inventory&lt;br&gt;
Equipment&lt;br&gt;
Combat&lt;br&gt;
Abilities&lt;br&gt;
Multiplayer replication&lt;br&gt;
UI systems&lt;/p&gt;

&lt;p&gt;The update also introduces creator ownership tracking.&lt;/p&gt;

&lt;p&gt;Crafted items now store information about the original crafter and display that information through a weapon information panel.&lt;/p&gt;

&lt;p&gt;That may seem like a small feature, but it becomes important later for player economies, item identity, reputation systems, and world persistence.&lt;/p&gt;

&lt;p&gt;The Stone Axe harvesting tool was also completed, helping finalize the current crafting foundation.&lt;/p&gt;

&lt;p&gt;Video:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://youtu.be/mDyu0JuVMYE" rel="noopener noreferrer"&gt;https://youtu.be/mDyu0JuVMYE&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Website:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://magickness.com/" rel="noopener noreferrer"&gt;https://magickness.com/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>unrealengine</category>
      <category>mmorpg</category>
      <category>rpg</category>
    </item>
    <item>
      <title>Building the First Crafting &amp; Progression Loop for an MMORPG (UE5 Dev Log #16)</title>
      <dc:creator>DomTech Gaming</dc:creator>
      <pubDate>Sun, 14 Jun 2026 18:10:40 +0000</pubDate>
      <link>https://dev.to/domtechgaming/building-the-first-crafting-progression-loop-for-an-mmorpg-ue5-dev-log-16-5ae4</link>
      <guid>https://dev.to/domtechgaming/building-the-first-crafting-progression-loop-for-an-mmorpg-ue5-dev-log-16-5ae4</guid>
      <description>&lt;p&gt;One of the most important milestones in MMORPG development is creating a gameplay loop that players can naturally progress through.&lt;/p&gt;

&lt;p&gt;Dev Log #16 completes the first version of that loop in Magickness™.&lt;/p&gt;

&lt;p&gt;Players can now:&lt;/p&gt;

&lt;p&gt;Gather resources from the world&lt;br&gt;
Craft tools&lt;br&gt;
Equip those tools&lt;br&gt;
Unlock access to additional resources&lt;br&gt;
Earn experience&lt;br&gt;
Track progression through skills&lt;/p&gt;

&lt;p&gt;The current progression path looks like this:&lt;/p&gt;

&lt;p&gt;Gather Stick + Vine + Stone&lt;/p&gt;

&lt;p&gt;↓&lt;/p&gt;

&lt;p&gt;Craft Stone Hammer&lt;/p&gt;

&lt;p&gt;↓&lt;/p&gt;

&lt;p&gt;Mine Rocks&lt;/p&gt;

&lt;p&gt;↓&lt;/p&gt;

&lt;p&gt;Gather Flint&lt;/p&gt;

&lt;p&gt;↓&lt;/p&gt;

&lt;p&gt;Craft Stone Axe&lt;/p&gt;

&lt;p&gt;↓&lt;/p&gt;

&lt;p&gt;Unlock Future Harvesting Systems&lt;/p&gt;

&lt;p&gt;XP is currently awarded for digging, mining, and crafting, with progression visible through the Character Skills interface.&lt;/p&gt;

&lt;p&gt;This is the first time multiple gameplay systems have connected together into a complete player progression chain.&lt;/p&gt;

&lt;p&gt;Video:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://youtu.be/p8t3Ad5EUNc" rel="noopener noreferrer"&gt;https://youtu.be/p8t3Ad5EUNc&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Website:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://magickness.com/" rel="noopener noreferrer"&gt;https://magickness.com/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>unrealengine</category>
      <category>mmorpg</category>
      <category>rpg</category>
    </item>
    <item>
      <title>Building Starter Resource Systems for an MMORPG (Trees, Rocks &amp; Gathering Mechanics) — Dev Log #15</title>
      <dc:creator>DomTech Gaming</dc:creator>
      <pubDate>Tue, 09 Jun 2026 17:25:56 +0000</pubDate>
      <link>https://dev.to/domtechgaming/building-starter-resource-systems-for-an-mmorpg-trees-rocks-gathering-mechanics-dev-log-15-5bjb</link>
      <guid>https://dev.to/domtechgaming/building-starter-resource-systems-for-an-mmorpg-trees-rocks-gathering-mechanics-dev-log-15-5bjb</guid>
      <description>&lt;p&gt;One of the goals for Magickness™ is allowing players to build themselves up from almost nothing.&lt;/p&gt;

&lt;p&gt;Dev Log #15 introduces the first starter resources available in the game world.&lt;/p&gt;

&lt;p&gt;Current additions include:&lt;/p&gt;

&lt;p&gt;Trees&lt;br&gt;
Stones&lt;br&gt;
Sticks&lt;br&gt;
Vines&lt;/p&gt;

&lt;p&gt;Players can gather materials without requiring tools, establishing the earliest stage of the progression loop.&lt;/p&gt;

&lt;p&gt;Trees can produce sticks and may contain additional resources through interaction, while stones can be collected directly from the environment and stored in inventory.&lt;/p&gt;

&lt;p&gt;This update also introduces the first resource sustainability decisions.&lt;/p&gt;

&lt;p&gt;Harvesting a tree may provide immediate benefits, but removing it entirely can reduce future resource production opportunities.&lt;/p&gt;

&lt;p&gt;The long-term goal is creating a world where resource management becomes a meaningful part of progression rather than simply clicking objects for materials.&lt;/p&gt;

&lt;p&gt;Video:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://youtu.be/V5KvTPbVO4w" rel="noopener noreferrer"&gt;https://youtu.be/V5KvTPbVO4w&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Website:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://magickness.com/" rel="noopener noreferrer"&gt;https://magickness.com/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>unrealengine</category>
      <category>mmorpg</category>
      <category>worldbuilding</category>
    </item>
    <item>
      <title>Building Fully Diggable Terrain &amp; Resource Collection in a Multiplayer UE5 MMORPG (Dev Log #14)</title>
      <dc:creator>DomTech Gaming</dc:creator>
      <pubDate>Sun, 31 May 2026 15:27:39 +0000</pubDate>
      <link>https://dev.to/domtechgaming/building-fully-diggable-terrain-resource-collection-in-a-multiplayer-ue5-mmorpg-dev-log-14-gh8</link>
      <guid>https://dev.to/domtechgaming/building-fully-diggable-terrain-resource-collection-in-a-multiplayer-ue5-mmorpg-dev-log-14-gh8</guid>
      <description>&lt;p&gt;Development continues on the core world interaction systems for Magickness™.&lt;/p&gt;

&lt;p&gt;One of the biggest goals for the project has always been allowing players to meaningfully interact with and modify the game world.&lt;/p&gt;

&lt;p&gt;In Dev Log #14, that foundation takes a major step forward.&lt;/p&gt;

&lt;p&gt;The terrain is now fully diggable.&lt;/p&gt;

&lt;p&gt;Players can:&lt;/p&gt;

&lt;p&gt;Dig terrain&lt;br&gt;
Collect dirt directly into inventory&lt;br&gt;
Drop resources into the world&lt;br&gt;
Generate physical loot bags&lt;br&gt;
Allow other players to pick up dropped resources&lt;/p&gt;

&lt;p&gt;This creates the first complete resource loop inside the multiplayer environment and establishes the foundation for future gathering, construction, agriculture, and underground exploration systems.&lt;/p&gt;

&lt;p&gt;The update also includes a brief review of our finalized PC ↔ Android deployment pipeline, which is now fully operational.&lt;/p&gt;

&lt;p&gt;Video:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://youtu.be/ubT9XunEod0" rel="noopener noreferrer"&gt;https://youtu.be/ubT9XunEod0&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Website:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://magickness.com/" rel="noopener noreferrer"&gt;https://magickness.com/&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>unrealengine</category>
      <category>mmorpg</category>
      <category>voxel</category>
    </item>
    <item>
      <title>Magickness MMORPG Now Running on PC + Mobile Ahead of Open Demo</title>
      <dc:creator>DomTech Gaming</dc:creator>
      <pubDate>Fri, 15 May 2026 21:28:52 +0000</pubDate>
      <link>https://dev.to/domtechgaming/magickness-mmorpg-now-running-on-pc-mobile-ahead-of-open-demo-2jdc</link>
      <guid>https://dev.to/domtechgaming/magickness-mmorpg-now-running-on-pc-mobile-ahead-of-open-demo-2jdc</guid>
      <description>&lt;p&gt;Magickness™ has officially crossed a major production milestone.&lt;/p&gt;

&lt;p&gt;The current multiplayer build is now successfully running on both Windows PC and Android using the same live backend infrastructure, dedicated server pipeline, and persistent world systems.&lt;/p&gt;

&lt;p&gt;This was not a content milestone.&lt;/p&gt;

&lt;p&gt;It was a production milestone.&lt;/p&gt;

&lt;p&gt;What’s Currently Running&lt;/p&gt;

&lt;p&gt;The current playable build now supports:&lt;/p&gt;

&lt;p&gt;Account creation&lt;br&gt;
Email verification&lt;br&gt;
Character creation&lt;br&gt;
2D HomeWorld login space&lt;br&gt;
Portal travel into the 3D world&lt;br&gt;
Dedicated multiplayer server connection&lt;br&gt;
Real-time gameplay synchronization&lt;br&gt;
Character stats, inventory, abilities, morality systems, and HUD integration&lt;/p&gt;

&lt;p&gt;Both PC and Android builds now connect to the same live multiplayer infrastructure running continuously on Oracle Cloud ARM64 servers.&lt;/p&gt;

&lt;p&gt;The Current State of Pangea&lt;/p&gt;

&lt;p&gt;The current playable world — Pangea — is still intentionally minimal.&lt;/p&gt;

&lt;p&gt;Right now the focus is infrastructure stability and gameplay foundation rather than large-scale world decoration.&lt;/p&gt;

&lt;p&gt;The terrain system currently includes:&lt;/p&gt;

&lt;p&gt;Runtime voxel terrain generation&lt;br&gt;
Rolling hills and mountain ridges&lt;br&gt;
River and lake generation&lt;br&gt;
Multi-material biome blending&lt;br&gt;
Underground terrain support&lt;br&gt;
Marching-cubes terrain architecture&lt;/p&gt;

&lt;p&gt;The current playable world space spans roughly 2km × 2km.&lt;/p&gt;

&lt;p&gt;Pangea also plays directly into the larger lore direction of Magickness™, which explores alternate dimensions and simulated realities connected to experimental wormhole research.&lt;/p&gt;

&lt;p&gt;That worldbuilding layer will continue expanding over time as development moves deeper into gameplay systems and environmental storytelling.&lt;/p&gt;

&lt;p&gt;Why This Milestone Matters&lt;/p&gt;

&lt;p&gt;Cross-platform support was always part of the long-term vision for Magickness.&lt;/p&gt;

&lt;p&gt;Getting both PC and Android operational before Open Demo dramatically changes future development iteration speed.&lt;/p&gt;

&lt;p&gt;The Android pipeline currently supports:&lt;/p&gt;

&lt;p&gt;Vulkan SM5 devices&lt;br&gt;
OpenGL ES 3.1 fallback devices&lt;br&gt;
ARM64 deployment&lt;br&gt;
ASTC texture compression&lt;br&gt;
Shared backend authentication&lt;br&gt;
Shared multiplayer server connectivity&lt;/p&gt;

&lt;p&gt;Many of the hardest problems in multiplayer game development happen before players ever see meaningful content:&lt;/p&gt;

&lt;p&gt;Packaging&lt;br&gt;
Shader compatibility&lt;br&gt;
Runtime networking&lt;br&gt;
Dedicated server deployment&lt;br&gt;
Authentication persistence&lt;br&gt;
Cross-platform synchronization&lt;/p&gt;

&lt;p&gt;Those systems are now operational together in a live environment.&lt;/p&gt;

&lt;p&gt;What Solo UE5 Development Actually Looks Like&lt;/p&gt;

&lt;p&gt;A large portion of the last several weeks involved:&lt;/p&gt;

&lt;p&gt;Unreal Engine packaging/debugging&lt;br&gt;
Android compatibility issues&lt;br&gt;
Dedicated server deployment&lt;br&gt;
Multiplayer synchronization&lt;br&gt;
Runtime networking&lt;br&gt;
Infrastructure troubleshooting&lt;/p&gt;

&lt;p&gt;Some fixes took minutes once identified.&lt;/p&gt;

&lt;p&gt;Some took hours just to diagnose correctly.&lt;/p&gt;

&lt;p&gt;That is the reality of building multiplayer infrastructure across multiple platforms simultaneously as a solo developer.&lt;/p&gt;

&lt;p&gt;AI-assisted development tools have significantly accelerated iteration speed throughout development, particularly for:&lt;/p&gt;

&lt;p&gt;C++ systems&lt;br&gt;
Backend architecture&lt;br&gt;
Tooling workflows&lt;br&gt;
Deployment scripting&lt;br&gt;
Animation prototyping&lt;/p&gt;

&lt;p&gt;But AI does not replace production pipeline knowledge.&lt;/p&gt;

&lt;p&gt;If anything, this milestone reinforced that shipping experience and infrastructure understanding are still the hardest part of game development.&lt;/p&gt;

&lt;p&gt;Current Limitations&lt;/p&gt;

&lt;p&gt;The current build is still considered pre-alpha and several systems remain unfinished or placeholder.&lt;/p&gt;

&lt;p&gt;Current known limitations include:&lt;/p&gt;

&lt;p&gt;Mobile sprint input still needs implementation&lt;br&gt;
Mobile in-game menu behavior still needs refinement&lt;br&gt;
Combat AI systems are still evolving&lt;br&gt;
Audio implementation has not started yet&lt;br&gt;
Some voxel networking systems are still non-replicated&lt;/p&gt;

&lt;p&gt;The current milestone is about infrastructure stability and gameplay foundation — not polished content volume.&lt;/p&gt;

&lt;p&gt;What Comes Next&lt;/p&gt;

&lt;p&gt;Development focus can now shift more aggressively toward:&lt;/p&gt;

&lt;p&gt;Worldbuilding&lt;br&gt;
Resource systems&lt;br&gt;
Crafting systems&lt;br&gt;
Expanded combat behavior&lt;br&gt;
Environmental gameplay&lt;br&gt;
Economy foundations&lt;br&gt;
Larger-scale Pangea iteration&lt;/p&gt;

&lt;p&gt;The long-term goal remains the same:&lt;/p&gt;

&lt;p&gt;Build a discovery-driven online world where progression comes from experimentation, exploration, and player interaction rather than predefined paths.&lt;/p&gt;

&lt;p&gt;That transition marks the point where Magickness™ begins evolving from foundational infrastructure into a living game world.&lt;/p&gt;

&lt;p&gt;Website:&lt;br&gt;
&lt;a href="https://magickness.com/" rel="noopener noreferrer"&gt;https://magickness.com/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Support Development:&lt;br&gt;
&lt;a href="https://ko-fi.com/domtechgaming" rel="noopener noreferrer"&gt;https://ko-fi.com/domtechgaming&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>unrealengine</category>
      <category>mmorpg</category>
      <category>mobile</category>
    </item>
    <item>
      <title>Building an AI-Assisted Animation Pipeline in UE5 with HY-Motion (Dev Log #13)</title>
      <dc:creator>DomTech Gaming</dc:creator>
      <pubDate>Wed, 06 May 2026 20:53:47 +0000</pubDate>
      <link>https://dev.to/domtechgaming/building-an-ai-assisted-animation-pipeline-in-ue5-with-hy-motion-dev-log-13-okb</link>
      <guid>https://dev.to/domtechgaming/building-an-ai-assisted-animation-pipeline-in-ue5-with-hy-motion-dev-log-13-okb</guid>
      <description>&lt;p&gt;Development continues on the gameplay animation systems for Magickness™.&lt;/p&gt;

&lt;p&gt;In Dev Log #13, I showcase the current AI-assisted animation workflow being integrated into the project using HY-Motion (HY Animotion), Blender, and Unreal Engine 5.&lt;/p&gt;

&lt;p&gt;The goal of this pipeline is to streamline gameplay animation iteration while maintaining compatibility with the existing Mixamo-based character framework already established in the project.&lt;/p&gt;

&lt;p&gt;Current Workflow&lt;br&gt;
Generate animation in HY-Motion&lt;br&gt;
Export FBX&lt;br&gt;
Trim/refine in Blender if needed&lt;br&gt;
Import into UE5 using the existing SMPLH skeleton&lt;br&gt;
Retarget using a custom SMPLH → Mixamo retargeter&lt;br&gt;
Export finalized gameplay animation&lt;/p&gt;

&lt;p&gt;One important part of the workflow is that the retarget pose is stored directly inside the UE5 retargeter asset itself, meaning future animations can reuse the same pipeline without rebuilding the setup every time.&lt;/p&gt;

&lt;p&gt;This allows future gameplay abilities and combat systems to iterate significantly faster while keeping the animation framework consistent across the project.&lt;/p&gt;

&lt;p&gt;Magickness™ is a discovery-driven MMORPG currently in active development.&lt;/p&gt;

&lt;p&gt;Website:&lt;br&gt;
&lt;a href="https://magickness.com/" rel="noopener noreferrer"&gt;https://magickness.com/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Support development:&lt;br&gt;
&lt;a href="https://ko-fi.com/domtechgaming" rel="noopener noreferrer"&gt;https://ko-fi.com/domtechgaming&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;YouTube Dev Log:&lt;br&gt;
&lt;a href="https://youtu.be/_BEMC1-BY_I" rel="noopener noreferrer"&gt;https://youtu.be/_BEMC1-BY_I&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>ue5</category>
      <category>ai</category>
      <category>animation</category>
    </item>
    <item>
      <title>Building a Connected Gameplay Loop (Morality, Abilities, UI) in UE5 — Dev Log #12</title>
      <dc:creator>DomTech Gaming</dc:creator>
      <pubDate>Sun, 03 May 2026 23:01:23 +0000</pubDate>
      <link>https://dev.to/domtechgaming/building-a-connected-gameplay-loop-morality-abilities-ui-in-ue5-dev-log-12-fdo</link>
      <guid>https://dev.to/domtechgaming/building-a-connected-gameplay-loop-morality-abilities-ui-in-ue5-dev-log-12-fdo</guid>
      <description>&lt;h1&gt;
  
  
  Building a Connected Gameplay Loop (Morality, Abilities, UI) in UE5 — Dev Log #12
&lt;/h1&gt;

&lt;p&gt;Development continues on the core gameplay and progression systems for Magickness™.&lt;/p&gt;

&lt;p&gt;This dev log focuses on the current game state and provides an overview of how core systems are now interacting in a playable build.&lt;/p&gt;

&lt;h2&gt;
  
  
  In this update
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Full mechanics overview of the current build&lt;/li&gt;
&lt;li&gt;Morality system integrated into combat with floating feedback&lt;/li&gt;
&lt;li&gt;Ability leveling system implemented&lt;/li&gt;
&lt;li&gt;Combat loop updated with visible progression&lt;/li&gt;
&lt;li&gt;Settings menu added with navigation options&lt;/li&gt;
&lt;li&gt;Continued UI and gameplay integration&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;This marks a shift in development — from building isolated systems to validating how they interact as a cohesive gameplay loop.&lt;/p&gt;

&lt;p&gt;The focus now is ensuring that progression, player choice, and system interaction are all connected in a scalable and extensible framework.&lt;/p&gt;

&lt;p&gt;Magickness™ is a discovery-driven MMORPG currently in development using Unreal Engine 5.4.&lt;/p&gt;

&lt;p&gt;The project is being developed for an adult (18+) audience to maintain a more mature, focused community environment during development and beyond.&lt;/p&gt;

&lt;h2&gt;
  
  
  Links
&lt;/h2&gt;

&lt;p&gt;Website:&lt;br&gt;
&lt;a href="https://magickness.com/" rel="noopener noreferrer"&gt;https://magickness.com/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;YouTube:&lt;br&gt;
&lt;a href="https://youtu.be/AhswMBZoWs8" rel="noopener noreferrer"&gt;https://youtu.be/AhswMBZoWs8&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Support development:&lt;br&gt;
&lt;a href="https://ko-fi.com/domtechgaming" rel="noopener noreferrer"&gt;https://ko-fi.com/domtechgaming&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>ue5</category>
      <category>mmorpg</category>
      <category>ai</category>
    </item>
    <item>
      <title>Building a Full Player Onboarding + Gameplay Loop in UE5 (Dev Log #11)</title>
      <dc:creator>DomTech Gaming</dc:creator>
      <pubDate>Thu, 30 Apr 2026 02:02:13 +0000</pubDate>
      <link>https://dev.to/domtechgaming/building-a-full-player-onboarding-gameplay-loop-in-ue5-dev-log-11-4elm</link>
      <guid>https://dev.to/domtechgaming/building-a-full-player-onboarding-gameplay-loop-in-ue5-dev-log-11-4elm</guid>
      <description>&lt;h1&gt;
  
  
  Building a Full Player Onboarding + Gameplay Loop in UE5 (Dev Log #11)
&lt;/h1&gt;

&lt;p&gt;Development continues on the core gameplay and progression systems for Magickness™.&lt;/p&gt;

&lt;p&gt;This dev log focuses on testing a full player flow — from account creation through early gameplay progression to level 2.&lt;/p&gt;

&lt;h2&gt;
  
  
  In this update
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Full onboarding flow (account creation → email verification → character creation)&lt;/li&gt;
&lt;li&gt;Early progression test (Level 1 → Level 2)&lt;/li&gt;
&lt;li&gt;Unlockable ability integrated into gameplay&lt;/li&gt;
&lt;li&gt;HUD hotbar + ability UI functioning&lt;/li&gt;
&lt;li&gt;Base enemy AI implementation&lt;/li&gt;
&lt;li&gt;Character stats and progression system active&lt;/li&gt;
&lt;li&gt;Morality system integrated into combat loop&lt;/li&gt;
&lt;li&gt;Inventory system connected to player state&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;This marks a major shift in development — moving from isolated systems to a cohesive gameplay loop where multiple systems interact in real-time.&lt;/p&gt;

&lt;p&gt;The goal is to build a scalable foundation where progression, player choice, and system interaction drive the gameplay experience.&lt;/p&gt;

&lt;p&gt;Magickness™ is a discovery-driven MMORPG currently in development using Unreal Engine 5.4.&lt;/p&gt;

&lt;p&gt;The project is being developed for an adult (18+) audience to maintain a more mature, focused community environment during development and beyond.&lt;/p&gt;

&lt;h2&gt;
  
  
  Links
&lt;/h2&gt;

&lt;p&gt;Website:&lt;br&gt;
&lt;a href="https://magickness.com/" rel="noopener noreferrer"&gt;https://magickness.com/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;YouTube:&lt;br&gt;
&lt;a href="https://youtu.be/4xq9g4jQtao" rel="noopener noreferrer"&gt;https://youtu.be/4xq9g4jQtao&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Support development:&lt;br&gt;
&lt;a href="https://ko-fi.com/domtechgaming" rel="noopener noreferrer"&gt;https://ko-fi.com/domtechgaming&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>ue5</category>
      <category>mmorpg</category>
      <category>ai</category>
    </item>
    <item>
      <title>Building Unlockable Ability UI + HUD Integration in UE5 (Dev Log #10)</title>
      <dc:creator>DomTech Gaming</dc:creator>
      <pubDate>Mon, 27 Apr 2026 18:57:58 +0000</pubDate>
      <link>https://dev.to/domtechgaming/building-unlockable-ability-ui-hud-integration-in-ue5-dev-log-10-fok</link>
      <guid>https://dev.to/domtechgaming/building-unlockable-ability-ui-hud-integration-in-ue5-dev-log-10-fok</guid>
      <description>&lt;p&gt;Development continues on the core gameplay and progression systems for Magickness™.&lt;/p&gt;

&lt;p&gt;This dev log focuses on integrating the first unlockable combat ability into the gameplay UI, HUD hotbar, and input mapping framework.&lt;/p&gt;

&lt;h2&gt;
  
  
  In this update
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Added unlockable ability support to the Ability Menu UI&lt;/li&gt;
&lt;li&gt;Integrated the first ability icon into the HUD hotbar&lt;/li&gt;
&lt;li&gt;Continued gameplay input/key mapping workflow&lt;/li&gt;
&lt;li&gt;Expanded UI-to-gameplay interaction systems&lt;/li&gt;
&lt;li&gt;Used Claude AI to assist with implementation and iteration&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The long-term goal is to build a scalable progression and ability framework centered around discovery and experimentation rather than rigid class restrictions.&lt;/p&gt;

&lt;p&gt;This is still part of the foundation phase — connecting isolated systems into a cohesive gameplay structure that can scale long term.&lt;/p&gt;

&lt;p&gt;Magickness™ is a discovery-driven MMORPG currently in development using Unreal Engine 5.4.&lt;/p&gt;

&lt;p&gt;The project is being developed for an adult (18+) audience to maintain a more mature, focused community environment during development and beyond.&lt;/p&gt;

&lt;h2&gt;
  
  
  Follow Development
&lt;/h2&gt;

&lt;p&gt;Website:&lt;br&gt;
&lt;a href="https://magickness.com/" rel="noopener noreferrer"&gt;https://magickness.com/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;YouTube:&lt;br&gt;
&lt;a href="https://youtu.be/zeqAcAZpWM0" rel="noopener noreferrer"&gt;https://youtu.be/zeqAcAZpWM0&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Ko-fi:&lt;br&gt;
&lt;a href="https://ko-fi.com/domtechgaming" rel="noopener noreferrer"&gt;https://ko-fi.com/domtechgaming&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>ue5</category>
      <category>mmorpg</category>
      <category>ai</category>
    </item>
    <item>
      <title>From Systems to Gameplay: Implementing the First Ability in UE5 (Animation Blending)</title>
      <dc:creator>DomTech Gaming</dc:creator>
      <pubDate>Wed, 22 Apr 2026 17:40:48 +0000</pubDate>
      <link>https://dev.to/domtechgaming/from-systems-to-gameplay-implementing-the-first-ability-in-ue5-animation-blending-11fm</link>
      <guid>https://dev.to/domtechgaming/from-systems-to-gameplay-implementing-the-first-ability-in-ue5-animation-blending-11fm</guid>
      <description>&lt;h2&gt;
  
  
  Dev Log #9 — First Ability System (Magickness™)
&lt;/h2&gt;

&lt;p&gt;This is a turning point in development.&lt;/p&gt;

&lt;p&gt;Up to now, most work has been focused on systems:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;stats&lt;/li&gt;
&lt;li&gt;UI&lt;/li&gt;
&lt;li&gt;combat structure&lt;/li&gt;
&lt;li&gt;player flow&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Dev Log #9 is where those systems start becoming actual gameplay.&lt;/p&gt;




&lt;h2&gt;
  
  
  What Changed
&lt;/h2&gt;

&lt;p&gt;The first unlockable combat ability has been implemented and integrated into the animation system.&lt;/p&gt;

&lt;h3&gt;
  
  
  Key Work:
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;Ability activation logic&lt;/li&gt;
&lt;li&gt;Animation blending with locomotion&lt;/li&gt;
&lt;li&gt;Combat system integration&lt;/li&gt;
&lt;li&gt;Early gameplay testing&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  The Challenge: Blending with Locomotion
&lt;/h2&gt;

&lt;p&gt;Abilities can’t feel disconnected.&lt;/p&gt;

&lt;p&gt;They need to:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;transition cleanly from movement
&lt;/li&gt;
&lt;li&gt;maintain responsiveness
&lt;/li&gt;
&lt;li&gt;avoid breaking flow
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;This required careful blending inside UE5’s animation system to ensure:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;no snapping&lt;/li&gt;
&lt;li&gt;no input lag feeling&lt;/li&gt;
&lt;li&gt;consistent player control&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  Design Direction
&lt;/h2&gt;

&lt;p&gt;Abilities in Magickness™ are not fixed loadouts.&lt;/p&gt;

&lt;p&gt;They are designed to be:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;discovered through gameplay
&lt;/li&gt;
&lt;li&gt;combined into new mechanics
&lt;/li&gt;
&lt;li&gt;evolved over time
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;This first ability is the foundation for that system.&lt;/p&gt;




&lt;h2&gt;
  
  
  Why This Matters
&lt;/h2&gt;

&lt;p&gt;This is the shift from:&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;“building systems”&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;to:&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;“creating gameplay”&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;Everything from here becomes more visible, testable, and improvable.&lt;/p&gt;




&lt;h2&gt;
  
  
  Dev Log Video
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://youtu.be/3zpdf9sd0-I" rel="noopener noreferrer"&gt;https://youtu.be/3zpdf9sd0-I&lt;/a&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  Project Links
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://magickness.com/" rel="noopener noreferrer"&gt;https://magickness.com/&lt;/a&gt;&lt;br&gt;&lt;br&gt;
&lt;a href="https://ko-fi.com/domtechgaming" rel="noopener noreferrer"&gt;https://ko-fi.com/domtechgaming&lt;/a&gt;  &lt;/p&gt;




&lt;p&gt;Magickness™ is being developed for an adult (18+) audience to maintain a focused, mature community environment during development and beyond.&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>unrealengine</category>
      <category>programming</category>
      <category>rpg</category>
    </item>
    <item>
      <title>Designing a Scalable Character Stats &amp; Abilities System for an MMORPG (UE5)</title>
      <dc:creator>DomTech Gaming</dc:creator>
      <pubDate>Sun, 19 Apr 2026 20:35:36 +0000</pubDate>
      <link>https://dev.to/domtechgaming/designing-a-scalable-character-stats-abilities-system-for-an-mmorpg-ue5-49ml</link>
      <guid>https://dev.to/domtechgaming/designing-a-scalable-character-stats-abilities-system-for-an-mmorpg-ue5-49ml</guid>
      <description>&lt;h2&gt;
  
  
  Dev Log #8 — Character Stats &amp;amp; Abilities System (Magickness™)
&lt;/h2&gt;

&lt;p&gt;Development is moving deeper into core RPG systems for &lt;strong&gt;Magickness™&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;This dev log focuses on building the foundation for:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Character stats&lt;/li&gt;
&lt;li&gt;Ability systems&lt;/li&gt;
&lt;li&gt;Progression structure&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  Why This Layer Matters
&lt;/h2&gt;

&lt;p&gt;This is one of the most critical systems in an RPG.&lt;/p&gt;

&lt;p&gt;It defines:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;how players grow
&lt;/li&gt;
&lt;li&gt;how combat behaves
&lt;/li&gt;
&lt;li&gt;how choices impact gameplay
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;If this layer is weak, everything built on top of it feels shallow.&lt;/p&gt;




&lt;h2&gt;
  
  
  What’s Being Built
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Character Stats System
&lt;/h3&gt;

&lt;p&gt;Structuring player attributes with scalability in mind.&lt;/p&gt;

&lt;p&gt;Not just flat stats, but systems that can:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;interact with abilities
&lt;/li&gt;
&lt;li&gt;influence gameplay outcomes
&lt;/li&gt;
&lt;li&gt;evolve over time
&lt;/li&gt;
&lt;/ul&gt;




&lt;h3&gt;
  
  
  Abilities Framework
&lt;/h3&gt;

&lt;p&gt;Beginning the structure for abilities that will eventually support:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;discovery mechanics
&lt;/li&gt;
&lt;li&gt;combination systems
&lt;/li&gt;
&lt;li&gt;progression-based evolution
&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  Design Goal
&lt;/h2&gt;

&lt;p&gt;Avoid rigid, predefined builds.&lt;/p&gt;

&lt;p&gt;Instead:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;allow systems to interact
&lt;/li&gt;
&lt;li&gt;allow players to experiment
&lt;/li&gt;
&lt;li&gt;allow progression to emerge
&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  Long-Term Integration
&lt;/h2&gt;

&lt;p&gt;These systems will connect directly into:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;combat systems
&lt;/li&gt;
&lt;li&gt;inventory/equipment
&lt;/li&gt;
&lt;li&gt;magic discovery mechanics
&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  Dev Log Video
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://youtu.be/6RYDO6qPI2E" rel="noopener noreferrer"&gt;https://youtu.be/6RYDO6qPI2E&lt;/a&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  Project Links
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://magickness.com/" rel="noopener noreferrer"&gt;https://magickness.com/&lt;/a&gt;&lt;br&gt;&lt;br&gt;
&lt;a href="https://ko-fi.com/domtechgaming" rel="noopener noreferrer"&gt;https://ko-fi.com/domtechgaming&lt;/a&gt;  &lt;/p&gt;




&lt;p&gt;Magickness™ is being developed for an adult (18+) audience to maintain a focused, mature community environment during development and beyond.&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>unrealengine</category>
      <category>rpg</category>
      <category>programming</category>
    </item>
  </channel>
</rss>
