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




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
- Performance first - Early optimization prevents major refactors
- Game feel matters - Spent weeks perfecting sword combat, worth it
- Player feedback crucial - Visual/audio feedback makes combat satisfying
- Modular design wins - Component system allows rapid iteration
- 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
Get Knightmare
Knightmare
Vampire Survivor derivate, which I hope will be atleast half the fun of the original game
More posts
- Patch Notes - New Content & Balance UpdateJan 18, 2025
- Dev Log: Refining Loot Drops and Enemy Visual FeedbackJan 14, 2025
- Dev Log: The Journey to a Scythe SystemJan 14, 2025
- Iron Skin, Weapon HUD, and Player Damage Fixes 🛡️⚔️🔥Jan 07, 2025
- Dev Log: Combat Evolution and Upgrade Rebalancing 🎮⚔️Jan 01, 2025
- Dev Log: Weapon Mastery System, Echo Strikes, and UI EvolutionDec 27, 2024
- Dev Log: Sword Ability 2.0 - From Frustration to Satisfaction 🗡️Dec 20, 2024
- Dev Log: The Case of Disappearing Gold Bars & Save File Shenanigans 🔍Dec 20, 2024
- Dev Log: Elite Visual System Evolution & Currency OverhaulDec 18, 2024
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