Dev Log: January 1st, 2025


Happy New Year, everyone! While it’s been an eventful holiday season, work on Rotten Dawn hasn’t stopped. The game has been evolving, and I’ve made some significant strides, especially with systems that will make the gameplay smoother and more dynamic. Here’s a rundown of the progress since the last update:

1. Save System Overhaul

One of the most crucial changes was the complete save system overhaul. The old system had limitations, and I was struggling with duplicating actors in the world on load. I’ve ironed out those bugs, and now the new system properly handles saving both inventory items and equipped items separately.

Although the system isn’t perfect yet, it’s in a much more reliable state, and I’ll continue tweaking it as I go. There are still minor issues to solve, but overall, this marks a big improvement in how the game will handle persistent data across sessions.

2. Inventory System & UI Improvements

The inventory system has been reworked to be more efficient and easier to manage. While reviewing different templates for inspiration, I found one that had useful ideas, but it was overly complex for what I wanted in Rotten Dawn. The template relied on string names for items, which felt cumbersome compared to the system I’m building. I’ve been using data tables for item management and plan to continue doing so, as they offer a cleaner and more flexible approach for handling inventory items.

I’ve also started implementing a basic UI for the inventory. It’s functional for now, with features like a tooltip and context menu, but I plan to revamp the design in the future. The template offered some neat ideas for improving the UI, so you can expect a more polished look as the game moves further along.

3. Crafting System

I’ve made some initial strides in designing a crafting system for the game. The template I reviewed had a functioning crafting system that aligned with what I wanted, so I’ve been studying how it works. I plan to integrate a simpler, cleaner version into Rotten Dawn that will allow players to craft items from resources they gather in the world. This system is still in its early stages, but it’s exciting to finally bring this feature to life.

4. Equipment System

Work has begun on the equipment system—an essential part of the RPG experience. Items can now be equipped to the player, and I’m refining the code to ensure everything works smoothly. There may be some bugs I’ve overlooked, but I’ll be addressing those as I continue development. The equipment system will play a major role in how the player customizes their character’s abilities and combat effectiveness.

5. Next Steps

Moving forward, the primary focus will be:

  • Finishing the equipment system and making sure it integrates well with the inventory and save system.
  • Further refining the UI to make it more intuitive and visually appealing.
  • Implementing the crafting system and beginning work on the weapon system.
  • Continuing to optimize and clean up the save system to ensure it handles world persistence, inventory, and equipment without issues.
Why I Use a Language Model for Dev Logs!

One unique aspect of my development process for Rotten Dawn is the use of a Large Language Model (LLM) to help write dev logs and content. I understand there can be skepticism around AI-generated text, but let me explain why it’s been invaluable to me.

I’m going through a challenging time in my personal life, and one of the main reasons I rely on the LLM is for privacy and emotional clarity. Given my situation, there are days when my emotions can overwhelm my ability to clearly communicate or write. In those moments, the LLM steps in to help me translate my thoughts into clearer, more coherent updates. The AI doesn’t just spit out random content; it’s been trained to remove overly personal or sensitive details that I might accidentally share—particularly important since my personal situation involves legal proceedings.

The LLM also serves as a diary companion. It keeps a history of my game development progress, so I can ask for weekly updates or look back at what I’ve accomplished without needing to sift through all my thoughts. This has been incredibly helpful for staying on track, even when life gets hard. It ensures that my dev logs remain focused on the game itself, while protecting me from sharing anything too personal or emotionally charged.

I hope this helps explain my reasoning for using an LLM and assures readers that the dev logs remain an authentic reflection of Rotten Dawn’s development, with an extra layer of privacy and organization that I personally need right now.

Personal Update

While the development of Rotten Dawn has been a positive distraction, my personal life has been incredibly difficult. On New Year’s Eve, I broke down in tears after visiting home. I’m currently sofa-surfing at a house with three young kids (ages 9, 5, and 2), and while CSC allows me to spend time with them, I’m not allowed to see my own children without supervision.

It’s been heartbreaking—especially on Christmas Day when my 9-year-old kept asking me, “Why do you have to leave?” and “Why can’t we play with my new toy?” It’s a difficult situation, and seeing my family torn apart while I feel helpless is gut-wrenching.

That said, Rotten Dawn has been an outlet for me, a project that keeps me going through these hard times. I’ve poured my energy into it, and I’m determined to make it something truly special, not just for me, but for everyone who’s been following the development.

Thank you for sticking with me through this journey, both in game development and in life. I’m excited for the future of Rotten Dawn and hope 2025 brings better times for everyone. Stay tuned for more updates, and I appreciate your continued support.

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