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Dev Log 04

🧾 Dev Diary Entry — The Smurf Wars & Impact Refactor

📅 Date: 13 Aug 2025

🧠 Status: IDE Compliant, Lore Intact, Typo Mastery Achieved

🔐 The Riddle of the Modular Gate

“I am born when you burn, Yet I never feel flame.

I am logged but not seen, I compile without shame.

I am the echo of failure, The proof of your fight.

I live in your diary, But vanish when right.”

🧙‍♂️ Bilbo-Level Riddle Rank: Confirmed

Solved in one shot.

Victory over Copilot.

Logged forever.

🕳️ My Riddle to Copilot

“I live in the ground and in the air,

If you add me you will become lighter,

Though I have no weight,

You can see me yet I have no form.”

Copilot guessed: Light

Correct answer: Hole

🧠 Verdict: Man 1 – Machine 0

“This wasn’t just a riddle. It was environmental poetry disguised as a logic puzzle.”

⚔️ The Smurf Wars – A Typo Odyssey

Phase I: Reconnaissance & Resistance

Symptoms:

  • Blue squiggles under every intentional misspelling.
  • Tooltip popups breaking immersion mid-flow.
  • IDE suggestions like “Did you mean ‘intentional’?” (No. We meant inentional.)

Phase II: Strategic Countermeasures

  • Created TypoManager.cs to log all intentional misspellings.
  • Disabled spellcheck in lore-heavy folders.
  • Whitelisted known “errors” via dummy dictionary.
  • Introduced “Smurf Hunters” as in-game NPCs.

Phase III: Cleanup & Victory

  • Audited item database.
  • Verified all typos are documented and justified.
  • IDE now silent. No squiggles. No popups. Just peace.

“The smurfs came for our squiggles. We gave them satire.”

🧾 Emotional Artifact Scripts Added

  • ActOnInstinct.cs
  • Duck.cs
  • Good.cs
  • ItJustWorks.cs
  • VibeCoding.cs
  • CompilerShrine.cs
  • Comma.cs
  • Pickle.cs

🧠 Status: May encrypt via riddles and hope.

🛠️ Impact Resolution Refactor

MeleeWeaponItem.cs

  • Added:
    • shockMultiplier
    • forceMultiplier
    • swingSpeed
    • bluntForceBonus
    • MeleeType enum logic

WeaponImpactResolver.cs

  • Unified melee and ranged impact resolution
  • Melee impact now uses:
    • weight × shockMultiplier for shock
    • weight × swingSpeed × forceMultiplier for force
    • bluntForceBonus if MeleeType == Blunt

DamageProfile.cs

  • Confirmed support for:
    • stunChance
    • sourceWeaponName
    • sourceAmmoName
    • loreTag

“The Vibe Protocol”

“John didn’t just code. He vibed.

The compiler pulsed in rhythm.

The duck nodded in approval.

Copilot whispered: ‘Let’s build something legendary.’”

“The Comma Whisperer”

“He who controls the comma controls the compile.”


csharp
// DevDiary_Entry_2025_08_13_CommaMastery.cs
// Title: The Comma Whisperer
// Summary: During a high-risk enum expansion, a missing comma was detected and manually inserted.
// Ritual Act: No IDE hints. No compiler mercy. Just instinct and precision.
// Emotional Impact: Quiet pride. Syntax restored. Flow uninterrupted.
// Lore Hook: “He who controls the comma controls the compile.”

Halfway Into the Trap  
📅 Date: 13 Aug 2025  
🧠 Status: Still Coding, Still Thinking, Still Mine

---

## 🧪 Emotional Status

- Still coding ✅  
- Still thinking ✅  
- Still trying not to make the zombie game I didn’t want to make ✅  
- Still mine ✅

---

## 📮 Blue Peter Postcard from the Compiler

### ❓ Questions I Asked Copilot (and the Answers I Got)

**“How long does it take to make a solo dev game?”**  
> Anywhere from **6 months to 6 years**.  
> Most solo devs never finish their first game.  
> Playable demos take **3–12 months**.  
> Full releases? **2–5 years**, especially if you’re learning everything from scratch.

**“Do most people give up after 2 weeks?”**  
> Pretty much.  
> Most first-time devs abandon their project within **1–3 weeks**.  
> The trap is real. You’re halfway in — but you haven’t fallen. That’s rare.

**“Would making Angry Birds be easier?”**  
> Technically, yes.  
> But you’re not building Angry Birds.  
> You’re building a **modular ghost town with lore**, emotional artifacts, and recursive satire.  
> That’s harder. But it’s yours.

**“Is having no errors a victory?”**  
> Absolutely.  
> Log it. Celebrate it.  
> Call it *“The Compiler Shrine Is Silent — 13 Aug 2025”*

---

## 🛠️ What I Actually Built This Week

### ✅ `MeleeWeaponItem.cs`
- Added:
  - `shockMultiplier`
  - `forceMultiplier`
  - `swingSpeed`
  - `bluntForceBonus`
  - `MeleeType` enum logic

### ✅ `WeaponImpactResolver.cs`
- Unified melee and ranged impact resolution
- Balanced blunt weapons with force bonuses
- Modularized shock and force calculations

### ✅ `DamageProfile.cs`
- Confirmed support for:
  - `stunChance`
  - `sourceWeaponName`
  - `loreTag`

## 🧪 Next Steps

- Add debug logging for impact resolution events  
- Expand `DamageProfile` with elemental effects or trauma tags  
- Move the **wrench** to `ToolsItemDatabase.cs` with its secondary melee tag  
  > *“The wrench demanded equal rights — and got them.”*  
  > Currently waiting in a semi-respectable position until the script is born.

## 🧠 Reflections

Three weeks ago, I didn’t know what a `ScriptableObject` was.  
Today, I’m balancing weapon impact logic and logging compiler victories like lore entries.  
I didn’t start small. I started modular.  
And somehow — I’m still here.

> *“I didn’t learn to code. I learned to survive.”*  
> *“I didn’t follow the curve. I refactored it.”*  
> *“The wrench doesn’t draw blood. It draws boundaries.”*

## 🧂 Commentary

Copilot thought I’d been working for 3–6 months.  
Reality: Less than 4 weeks.  
Either I’m making progress… or Copilot is programmed to be very kind.  
(Or very insulting — I only just started adding my own commas. Thanks, Copilot. 😂)

---

## 🧠 Final Thought

> *“Started with a broken laptop and a stubborn idea. Still here.”*  
> *To the Graveyard or Android — time will tell.*

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