Dungeon Flop focus shift, audio workflow, KLEP polish & next steps
Dungeon Flop is now my primary project. Over the past week I refactored the main‐menu controller, tightened up UI interactions, and executed a full visual redesign (which alone consumed an entire day). While it may feel like I’m slowly spinning wheels, the core systems—ability handling, item management, inventory UX—are either complete or production‐ready. With those foundations solid, I can now focus on new content: dungeon rooms, enemy encounters, fresh abilities, and finishing touches on game flow.
My recording setup is locked in: a UMC404HD handles multitrack inputs for synth, Stylophone, and two vocal mics. I’m adding a signal booster and a budget looper (~$30) to expand our sonic palette. Everything routes into FL Studio for post‐processing. I also grabbed a mini MPC to sketch beats while waiting on ship‐control code help—yes, it’s easy to get distracted by new toys, but each piece directly feeds into the game’s soundtrack and atmosphere.
The node‐based KLEP system now drives branching narrative via dynamic flags (e.g. [LowGold]
, [MiniBoss:Defeated]
). It delivers a visual‐novel style dialogue tailored to player state. Once Dungeon Flop reaches its next milestone, I’ll finalize KLEP’s API, author quick‐start examples, and package it as a Unity tool—complete with in‐editor nodes and documentation—so other developers can integrate it immediately.
• Game Content: Build and populate additional dungeon rooms, script new abilities, integrate SFX.
• Audio Production: Record final vocal takes, create loopable boss themes, master the demo soundtrack.
• KLEP 1.0: Polish API, write documentation and sample scenes, submit to the Unity Asset Store.