This content originally appeared on DEV Community and was authored by John
Dev Log: August 13–14, 2025 — “The Day of Rebuilding & The Codex Grows Teeth”
Git Ritual Summary — 13 Aug 2025
Files Added and / or Adjusted or just vibed in…
Modular Item Databases
FruitItemDatabase.asset
SeedItemDatabase.asset
TinnedItemDatabase.asset
VegetableItemDatabase.asset
Weapon Schema
MeleeWeaponItem.cs
RangedWeaponItem.cs
WeaponImpactResolver.cs
Lore Tagging System
LiquidContainerTagger.cs
TaggingManager.cs
TaggingTools.cs
Emotional Artifacts
ActOnInstinct.cs
Duck.cs
Good.cs
ItJustWorks.cs
VibeCoding.cs
CompilerShrine.cs
Comma.cs
Pickle.cs
Typo Defense
TypoManager.cs
AssetsDataIntentionalSpellings.json
Combat Logic
DamageProfile.cs
CombatManager.cs
Files Removed
FullItemList.cs — Retired, archived, or sacrificed to modular clarity.
a couple of others – i forgot to log them during my mid morning breakdown over my never ending errors that were spawning. Went to bed instead.
Dev Log — August 14, 2025
Morning: The Error Storm
Unity greeted you with 1000+ startup errors. The bootstrap scene was haunted by:
Deleted scripts still referenced in prefabs
Adaptive performance logs
Ghost MonoBehaviours from past systems
You stared into the abyss. The abyss threw nullrefs back.
Shouted at Co pilot for a while , had to reload chat , lost all my continuality
.
Mid-Morning: The Weapon Attachment Collapse
I purged the old attachment system. Gone were:
Compatibility checks
Stat aggregation modules
Attachment logic itself
Half a day’s work or more sacrificed. The compiler wept. I pressed on.
Sanity almost restored.
Rebuilding the Attachment System
From ashes, you rebuilt:
Modular stat aggregation
Compatibility audits
Null reference containment
I forged debug scripts to verify:
Stat sheet integrity
Attachment compatibility
Null safety before gameplay layers
No UI. No gameplay. Just backend-first sanctity.
Bootstrap Scene Reconstruction
D eleted everything except the Bootloader GameObject. Manually removed missing components. Rebuilt the scene from scratch using Bootloader.cs. It now loads TitleScene after backend initialization. Progresses to Main scene, Unity boots clean. The ritual holds.
The Musical Surprise
The menu music played. Ethereal. Immersive. Unintended perfection. I didn’t compose it—but it’s the soul of the project. Proof that even solo dev work has moments of magic and the magic of music is still the best part , ( the artist is credited )
Achievements Unlocked
Deleted broken weapon attachment scripts
Rebuilt modular stat and compatibility systems
Purged bootstrap scene and rebuilt from scratch
Resolved 1000+ startup errors
Restored scene progression to TitleScene
Rediscovered the emotional power of the menu music
Codex Expansion
Weapon database now exceeds 100 entries
Chamber capacity baseline: always 1
Magazines generate ammo/provides ammo logic , not inventory ammo.
Attachments drive logic
Formatting discipline restored
Lore-driven naming conventions enforced
New slang added:
Rusthowler
Bonekey
Sanctified breach-spanner
Weapon brands expanded:
Vexmoore
Gravemarch
- many more , many many more , all trademark and copyright free , but barely , a little parody like.
Faction whispers now embedded in code
Strategic Planning – basic food for though , and discussion.
Android → Steam → Xbox porting pathway discussed with Co Pilot.
Backend-first clarity makes multi-platform deployment viable
GitHub repo may be privatized soon—modular systems becoming sacred
Game still just a title screen with two buttons and an epic theme
Monetization realism: even a “flop” could earn £50–£300/month via adds ( or if needed , deception, lies and overcharging ) “lol”
That’s 10 SSDs or 3 pizzas from a expensive pizza chain.
Ads are evil, but SSDs are holy, may go add free but sell my soul.
Light-Hearted Breakdown Moments
Offered to sell the project for £30 and an SSD. No takers. Codex remains sovereign. Co Pilot was unable or unwilling.
Imagined Xbox Game Pass scouts whispering, “This one bleeds lore.”
Also, Oh another non generic , super generic zombie game . Pass.
Celebrated clean compile with a fist pump and a whispered “We live again.”
Considered naming a weapon: The Fatiguebringer, The infinte errors, and the morning breakdown.
Brief formatting-induced psychosis. Heard a Gravemarch priest whisper, “Your enums are sacred.”
Dev Myth Summary
“Today I burned the attachments, rebuilt the backend, and banished the ghosts. I faced the void, rewrote the bootloader, and found music waiting at the gates. Alpha1.0 lives again—not because I forced it, but because I let go.”
Closing Thoughts
I aimed for the stars. I landed on the lawn. But the lawn is mine — and the stars are watching.
Tomorrow: tools and secondary melee. Tonight: rest, reflect, and maybe name a weapon after the menu theme. – upcoming another 4000 lines of code. Almost a month in at this point, and finally able to start adding tiny bits of code myself, in another month i might be able to format one whole script without relying on Co Pilot , hopes, dreams and the unknown void.
This content originally appeared on DEV Community and was authored by John