Thunderous

Experiment 1

Experiments in engine, systems, and iteration

About this project → · Everything on the site

44entries
27systems tracked
46%overall

Currently on: Core loop, Data-driven content, Room generation

Devlog

Eighteen bugs no test could see

In one day Astra ran four read-only code reviews of older systems: combat, the run loop and saves, loot, and the backpack. Eighteen of the findings were real bugs, each checked against the code and then fixed with a test watched failing first. The suite had been green through all of them, because it tested the arithmetic and not the order things happen in.

Devlog

Warband, Nightfall and the long road

A mission's attributes now change the run: Warband swaps skeletons for orcs, Nightfall puts the arena under a moon, and the long and short roads change how many rooms there are. They are meant as trade-offs, not as danger. Pass 36 wore all four.

Devlog

Chests, keys and a backpack

The roadmap after the break opened with chests. Astra had already delivered them: four tiers (Plain, Fine, Rare, Storied) with a lid on a hinge. The rules were mine. A chest's tier is a floor: it pays that tier or better…

Devlog

Where the art comes from now

On 11 September I read the license for the Unity Asset Store packs this game is built from, and stopped letting any AI look at them. This project is made almost entirely by agents, and a lot of what they do is measure ar…

Devlog

Making loot announce itself

Dropped loot now tells you what it is before you walk over: the beam means quality, a gem glints in its own color, and a soft glow and a trace up a sharpened edge mark the rest. By the last pass I called it perfect.

Learning

The dev overrides nobody read

On 29 August we added two small files to the harness folder. .watchdog/hubprogress.json and .watchdog/itemvault.json replaced the Editor's save with a fixed one: 120 coin, eight items in the vault, no upgrades bought. Th…