Dev Log #4: Progress Update


Hello everyone! It’s been another intense and productive period working on Rotten Dawn. Despite life’s challenges, I’ve made meaningful strides in development, reorganized my workflow, and clarified the game’s direction. Below is a rundown of the latest updates—both technical and personal—that have shaped the project since the last log.

1. Data Tables vs. Data Assets

I’ve been asked recently on Twitter whether I use Data Tables or Data Assets for the inventory system. After pondering this, I realized it’s worth explaining why I’ve chosen Data Tables:

  • Flexibility and Scalability: I’m still exploring the final shape of Rotten Dawn, and the number and types of items are likely to change significantly. Data Tables let me store a wide range of items (like food, weapons, etc.) under a single struct, making changes quick and centralized.
  • Ease of Bulk Editing: If I decide to add multiple fruits—apples, bananas, pears—I can keep them all under one data asset structure but manage them via rows in a single Data Table. This approach helps reduce blueprint clutter.
  • Future Online Database: One of my personal goals is to move these Data Tables to an online SQL database. This will allow updates to item stats and properties without requiring a full game patch for each minor change. It’s a long-term goal, but using Data Tables now sets the stage for that.

While Data Assets have their own strengths (like more modular organization or individual asset references), Data Tables suit my current needs for simplicity and planned scalability.

2. Inventory System Progress

The inventory system is now almost complete. Here’s what’s new:

  • Context Menu: I still need to finalize the “Use” and “Drop” item functions. The code is partially there but needs polishing.
  • Bug with Equipping Directly from Storage: Equipping an item from a storage container skips adding it to the player’s own inventory first. When the player tries to unequip it later, it throws an error. I know the exact section of code that’s causing the issue, and I’ll fix this while refactoring the inventory widget.
  • Planned Refactoring: I’ll be doing a big pass to tidy up the inventory code, address the bug above, and ensure everything is commented and organized.

Despite these small hurdles, the system is 90% functional and already supports item manipulations, placeholders for tooltips, and proper loading and saving for standard inventory items.

3. Refactoring & Trello Board Organization

Earlier on, I jumped between features without a proper system in place. Realizing I was losing track, I set up a Trello board with lists like To Do, In Progress, Doing (But Not Now), Current Bugs, and more. It also has a dedicated list for Refactored items, giving me a clear picture of what’s been updated and tested.

  • Blueprint-by-Blueprint Review: I went through each asset, commenting and testing line by line. This process unearthed bugs, potential bottlenecks, and performance issues.
  • Better Clarity: Now, I can step away for a couple of days and return without forgetting what needs to be done next. This organization has been vital for my mental well-being and for the efficiency of the project.

4. Equipment System

The equipment UI and associated logic are largely complete, allowing players to equip gear that visually appears on the character and in the model viewer. Currently:

  • Saving Equipment: This is still pending. I overlooked saving equipped items in my initial system, so that’s on my To Do list under the “Save Card” in Trello.
  • Weapons: Though you can equip weapons, they don’t yet show up as a held item. I need to integrate animations and special logic for determining which item is in-hand at any moment.

Overall, it’s functional enough for testing, but the next step is to tie in the save/load functionality to ensure continuity between sessions.

5. Crafting & Weapon System

In my previous log, I mentioned that crafting and weapons would be my next big focus. However, I decided to postpone these systems briefly:

  • Avoiding Distractions: I’ve been cautious with my mental state. If I set up a weapons system too early, I’ll spend countless hours test-playing (and having a blast) instead of coding. I need to ensure the fundamentals (like saving, inventory, refactoring) are solid first.
  • Crafting Inspiration: I’m aiming for a crafting system that feels truly immersive—something that pulls you into the world. Right now, I’m still brainstorming and looking at similar survival titles like Green Hell and The Forest to spark new ideas.

6. Farming System Surprise

Last weekend, I unexpectedly found a few spare hours to start on farming, and the basic version is already working:

  • Plant Growth: You can plant and watch it grow over time.
  • Saving/Loading: The save system is modular, so plants retain their state between game sessions. This worked out much more smoothly than I anticipated, and I spent more time double-checking than actually coding!

There’s more to do (like different plant types, growth stages, and resource requirements), but I’m thrilled with how smoothly it integrated into the existing framework.

7. Next Steps

  1. Crafting System: I’ll begin fleshing out how crafting will work, from UI layout to recipe structures. I want it to feel unique and compelling.
  2. Equipment Saving: Currently, equippable items don’t persist after quitting. That will be my priority this week to ensure consistency.
  3. UI Refactoring: Following the success I had with refactoring other parts of the code, I’ll be doing a similar pass over the various UI widgets.
  4. Play Testing & Research: I plan on testing games like Green Hell and The Forest to see how they handle core survival mechanics and glean ideas for Rotten Dawn.
  5. More Test Items: Right now, I only have a few test items (backpack, rifle, apple). I’ll expand this roster to better stress-test inventory, stacking, and future crafting recipes.
  6. Inventory Stacking: I initially didn’t want any stacking, but realized it’s unrealistic for things like seeds, ammo, or small items. I’ll introduce partial stacking for certain item types, which will also open up more interesting interactions (e.g., eating an apple leaves behind seeds and a core, or drinking water leaves you with an empty bottle).

8. Evolving NPC Behavior & AI System

Beyond zombies, I want a world that truly feels alive. Back in 2021, I developed an AI system aimed at mimicking real-life behavior—even modeling aspects like depression and mental health for NPCs. My plan is:

  • Locate the Old Codebase I’m currently searching for that old system. It may be messy and unstructured, but if I can salvage the logic, I can re-implement a more polished version in Rotten Dawn.
  • Refactor and Rebuild If I do find it, I’ll likely spend time deciphering my past self’s code (which may lack comments and clarity). However, the end goal is to have NPCs that make decisions, have emotional states, and react in authentic ways to the game world.
  • Creating a Dynamic World The vision is for NPCs to do more than just wander or fight zombies—they should have needs, wants, and emotions that drive their actions, making the game feel richer and more immersive.

9. Evolving Storyline

Rotten Dawn isn’t just about zombies; it parallels my personal battles. A new faction, the Coalition for Survival Control (CSC), is being added to the game. They’re ruthless and have taken the main character’s family. This ties in heavily with my real-life struggles—an ongoing, deeply personal journey. As the game progresses, you’ll learn more about the CSC’s motives and how it mirrors the challenges I’m facing outside of development.

I’m currently on Day 27 of my 100-day challenge—a timeframe that carries personal significance in my fight to reunite with my own family. Each day pushes me to make progress on the game and in life, reminding me why Rotten Dawn matters so much.

10. Personal Reflections

My circumstances remain difficult, but this project continues to be my sanctuary. It’s more than a hobby—Rotten Dawn is the embodiment of persistence, hope, and a refusal to let life’s challenges define me. Thank you for following along and offering support.

I hope the next week brings a deeper sense of clarity, progress, and maybe even a bit of fun when I inevitably test the new features. Stay tuned for more updates—and as always, thank you for being part of this journey with me.

Until next time, stay safe, stay hopeful, and keep surviving.

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