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WHEN IN DOUBT, REFACTOR

Refocus on Core Systems

If you’ve been following my journey since my last dev log, you know I started out with the idea of building a survival wave shooter. As development progressed, though, I realized the design just wasn’t working for me. It felt weak, and the project was demanding a lot of content—especially things like animation, which I’m not comfortable with and don’t particularly enjoy.So, I decided to step back and return to what I do best: building solid game systems. As a game engineer, this is where I feel at home and can make real progress. That’s why I’ve shifted my focus to developing robust inventory and interaction systems, which will serve as the backbone for any future projects.

You’ll notice there aren’t any flashy screenshots or GIFs in this post. That’s because all my recent work has been under the hood—code and blueprint changes, not visual features. It’s not glamorous, but it’s essential for creating a strong foundation. For now, my plan is to create a simple game using only these two systems—inventory and interaction—to really put them to the test in a “battle” scenario. This will help me see how they hold up in practice and what improvements might be needed before I commit to a bigger project or more complex gameplay.

What’s Next?

I’m at a crossroads, but I’m excited to have a strong technical foundation to build on. Once I’ve tested these systems in a real game context, I’ll have a better sense of what direction to take next. If you have ideas, feedback, or just want to follow along, stay tuned for more updates as I continue this journey.

Thanks for reading and being part of this from the start. If you have feedback, ideas, or just want to say hi, feel free to reach out on X or Facebook page. Comments, likes, and shares really help solo devs like me stay motivated. Also if you are interested in specific topic, please let me know and will make a post about that. See you next time.

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