Day 12 – Lighting the Dungeon and Preparing for Expansion
Hi there!
Today, I worked on several things:
- Defining item types more clearly
- Refactoring a ScriptableObject system that was difficult to scale
- Improving the placement system for wall-mounted objects
- Fine-tuning rotation during item placement
Lighting the Dungeon
Since I'm aiming to build a minimum playable demo, I needed a reliable way to light up the dungeon scene.
I already had a wall torch asset, but it needed to be placed properly on walls — not just the ground.
Originally, my placement system only supported ground placement.
So I tried asking AI a complicated question about calculating offsets based on whether an object is touching the ground, wall, or even ceiling...
It didn’t work. The system became cranky, messy, and unreliable.
In the end, I simplified everything by removing unnecessary offset calculations.
Now, the placement system feels much cleaner and more predictable!
Weekly Recap Video
Some parts of the project have already evolved since recording, but I want to keep it short for now, because I just posted my weekly recap video on my Studios Blog!
🎥 Check out the video here!
Honestly, the video doesn’t fully capture the "vibe" I’m aiming for yet.
But I’m really happy that the systems are becoming scalable and ready for bigger features.
More fun and exciting updates are definitely coming soon!
Thanks for following along, and I’ll be back with more updates soon!