The Developer's Scroll: Game Survival Project Devlog (May - October 2025)


May 2025 - Foundation & Combat System

Core Combat Mechanics

  • Developed initial weapon system with sword as primary melee weapon
  • Implemented physics-based movement with VelocityComponent system
  • Created hitbox/hurtbox component architecture for modular damage systems
  • Built foundational enemy AI with basic movement and collision detection

Early Challenges

  • Sword felt "weightless and funless" - required complete mechanical overhaul... which did not went as planned.
  • Performance issues with physics calculations for multiple entities

June 2025 - Weapon Rework & Polish

Sword Combat Revolution

  • Redesigned sword from scratch - moved from projectile-based to true melee comba..and rewerted it back. 3 times.
  • Added directional combat - sword follows player movement direction (left/right...and rewerted it back
  • Implemented combo system with 3-hit chains and timing window...and rewerted it back
  • Created lunge meter system for skill-based attack...and rewerted it back
  • Added visual feedback - trail effects, screen shake, hitstop on impact...and kept this!

Performance Optimization

  • Fixed enemy spawn system - prevented spawning in walls and outside map bounds
  • Optimized physics processes - reduced frame skipping, cached node references
  • Improved enemy AI - added state machines to reduce redundant calculations
  • Memory leak fixes - proper Tween cleanup, reduced particle creation overhead

System Architecture

  • Built ResourceLoader integration for efficient asset management
  • Created debug console with spawning commands for testing
  • Implemented proper scene transitions without crashes
  • Fixed upgrade system bugs - prevented duplicate purchases and overflow issues

July 2025 - Weapons Arsenal Expansion

New Weapon Systems

  • Axe - Orbiting projectile with momentum mechanics
  • Scythe - Wide sweeping attacks with fear effects
  • Anvil - Area damage with random positioning
  • Magic Wand - Ranged projectiles with chain lightning
  • Damage Aura - Passive area damage around player

Weapon Balancing

  • Adjusted rotation speeds for better early-game feel
  • Created upgrade paths for each weapon type
  • Implemented mastery requirements for advanced upgrades
  • Added cross-weapon synergies for build variety

August 2025 - UI/UX & Progression Systems

User Interface Overhaul

  • Redesigned end screen with better flow and statistics
  • Created weapon selection cards with visual upgrade indicators
  • Implemented better pause menu with options and audio controls
  • Added floating damage better numbers for combat feedback
  • Built weapon HUD showing active weapons and cooldowns

Meta Progression

  • Gold currency system persisting between runs
  • Permanent upgrades purchasable in meta shop
  • Weapon mastery tracking with kill counters
  • Statistics system tracking damage, kills, survival time
  • Run data persistence for progress tracking

September 2025 - Enemy Variety & AI

Advanced AI Behaviors

  • Enhanced AI components - Charging, strafing, wandering, dodging
  • Encircle behavior - Enemies coordinate to surround player(ranged enemies)
  • Phase dash mechanics - Teleporting enemies
  • Fear system - Enemies flee when taking high damage
  • Elite components - Special modifiers for tough enemies

October 2025 - Polish & Advanced Features

Visual Effects & Animation

  • Pixel art spell effects - Magnetic field animations
  • Dark fantasy scythe animations - Multi-phase swing with anticipation
  • Trail effects system - Visual feedback for weapon swings
  • Gore system - Blood effects and physics-based particles
  • Screen effects - Shake, flash, and transition systems

Game Design Refinements

  • Set bonus system concept - Collecting multiple upgrades unlocks special modesi in (Grimoire)
  • Risk/reward mechanics - Cursed upgrades, greed system
  • Difficulty scaling - Arena time management and enemy escalation

Technical Improvements

  • Fixed weapon detection bugs in enemy targeting
  • Resolved time tracking issues in arena manager
  • Optimized upgrade pool generation
  • Enhanced damage calculation systems
  • Improved collision detection for weapons

Current State & Achievements

Core Features Complete

6 unique weapons with distinct playstyles and upgrade paths 

Multiple enemy types with advanced AI behaviors 

Deep progression system with in-run and meta progression 

Polished combat with satisfying game feel 

Performance optimized for 200+ enemies on screen 

Complete UI/UX with all necessary menus and feedback 

Audio system with dynamic music and sound effects

Technical Accomplishments

  • Modular component system for easy feature additions
  • Efficient resource management with caching
  • Robust error handling and debug tools
  • Clean scene transitions without memory leaks
  • Scalable architecture supporting future content

Game Design Philosophy

  • "Easy to learn, hard to master" weapon systems
  • Strategic depth through upgrade combinations
  • Satisfying feedback for every action
  • Progressive difficulty that feels fair

Upcoming Focus Areas

In Development

  • Evolution of weapons and synergies
  • Equipment/gear system inspired by successful roguelikes
  • Elemental weapon paths for deeper customization
  • Boss variety with unique mechanics
  • Map variations and environmental challenges

Future Plans

  • Multiplayer support consideration
  • Achievement system with unlockables
  • Daily challenges and special modes
  • Leaderboards and competition features
  • Steam integration for release

Lessons Learned

  1. Performance first - Early optimization prevents major refactors
  2. Game feel matters - Spent weeks perfecting sword combat, worth it
  3. Player feedback crucial - Visual/audio feedback makes combat satisfying
  4. Modular design wins - Component system allows rapid iteration
  5. Balance through testing - Debug console essential for quick testing

Statistics

  • ~100+ code files modified or created
  • 6 major systems built from scratch
  • 15+ enemy behavior patterns implemented
  • 50+ unique upgrades designed and balanced
  • Countless hours of testing and refinement

This project has evolved from a simple survival game concept into a polished, engaging roguelike with deep systems and satisfying gameplay. The foundation is solid, performance is optimized, and the game is ready for its next phase of content expansion and polish toward release!

Files

Knightmared.exe 104 MB
2 days ago
knightmared_linux.x86_64 87 MB
2 days ago

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