After recovering from a cold, I’m happy to say I didn’t miss any game dev this week—in fact, we even put in extra time on three days. For 2025, we’re aiming to put in a little extra on snow days and days off. So far, it feels good, and it’s led to significant progress.
This week’s updates:
- Quest Dependencies Flowchart: We realized we lacked a clear way to view how quests connect and depend on each other. Using Draw.io, we created a master flowchart to map dependencies and prerequisites. This clarified contradictions and missing links we hadn’t noticed before. It also spans five sheets of paper when printed (which yes, I insisted on doing solely out of pride!). I also nicknamed it “The Gordian Flowchart” after the knot of legend.
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- Combat Fixes:
- Arrows weren’t consistently hitting their targets—now they are.
- Solved a tricky bug where items could appear, disappear, or multiply between an enemy’s spawn and death. Explaining the issue aloud led us to the solution. I am proud to say I seem to be a decent stand-in for a rubber duck.
- Dungeon Assembly: Continued assembling and testing our mini dungeon.
While I initially felt like this week was spent fixing issues instead of creating new content, I have to remind myself that troubleshooting is a huge part of game dev. These fixes will make the game smoother, and that’s worth every bit of effort.
Thanks for following along. See you next week!