🧠 DevLog #6 – Menus, Maps, and Mayhem

Hey everyone, welcome back.

This week was a bit of a whirlwind β€” one of those classic indie dev stretches where you get a lot done, just not always in the order you expected. Or planned. Or even fully remember.

But somehow, it’s all moving forward.


πŸ§ͺ What’s New This Week

🧭 Main Menu + Level Selection

You can now navigate between levels from a central menu β€” a small win that feels huge. It’s basic, functional, and perfect for testing. One click, boom, you’re loading into the next puzzle.

🧱 Room Switching + Scene Loading

Actual level switching is working! I can hop between puzzles mid-session without the whole thing falling apart β€” which means I can finally build, test, and tweak without relaunching the game every time.

🎨 Visual Experiments (AKA β€œOh Shiny!” Moments)

I played around with new room tile graphics and some early tests for switch and gate visuals. No permanent changes yet β€” just seeing what sticks, what pops, and what feels right.

🧾 Business Side Adventures

Also: I spent too much time doing business-y things. Paperwork, planning, and prep work to get the studio side of this dream off the ground. It’s not glamorous, but it’s real β€” and it’s happening.


πŸš€ What’s Next

  • Continue refining the level loading system
  • Finalize core visual style for gates, switches, and floors
  • Start rebuilding levels using the new loader + menu flow
  • Keep pushing forward on the company side so I can do this full-time

πŸ™ƒ Final Thought

Some weeks are about building. Others are about unblocking the stuff that lets you build better. This week was a little of both β€” a few solid wins, a lot of little tests, and just enough chaos to keep things interesting.

Onward.

– Chris

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