🧠 DevLog #3 – Breaking It Down to Build It Right

Hey folks, and welcome back!

This week was all about the level loader. I’ve got big plans for it, and if I want to keep this game flexible and future-proof, it has to be rock solid. So instead of layering on complexity, I decided to tear it all the way down — and rebuild it in the simplest terms possible.


🧱 The Plan: From Corners to Chaos

I started with the basics:

4 corners

4 straight walls

Then extended versions of those walls

Then L-shaped rooms

And eventually… rooms with walls inside of them

Everything had to click together like a digital Lego set — and after some trial and error (and more grid counting than I care to admit), it’s finally shaping up the way I imagined.

Perfection? Not yet. But directional perfection? Absolutely.


🚪What About Robots, Gates, Switches?

Once I had the room structure working, I was excited to start adding gameplay elements — placing in the robot, a gate, maybe even a working switch…

That’s when I noticed something odd.

The camera wasn’t moving.

No tracking. No shake. No flash. Just a stoic, silent observer in the wrong corner of the map.

Turns out, somewhere along the way, the camera logic gave up and walked off the job. So that’s my next mission: convince the camera to follow the robot again without staging a full-scale rebellion.


🎯 What’s Next

Fix camera tracking (or start a new religion around the corner of the map)

Finish phase one of the level loader

Begin placing interactive elements again (and make sure they still behave!)

Maybe — just maybe — get a proper test level loaded and playable


🙃 Final Thought

Some weeks are about cool features. Others are about foundational work that no one will ever see — but everyone will feel. This was the second kind.

Here’s to a week of structure, setbacks, and slow but steady progress. The robot’s not the only one learning how to navigate a maze.

– Chris