Dev Log 05



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