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[DevLog #011] What I Considered So Combat Wouldn’t Lag Behind Your Inputs

The third entry in the Dungeon Wanderers devlog. On the design approach for keeping your inputs and the screen from drifting apart due to lag in 4-player online co-op — and the trade-off that co-op (PvE) makes possible.
Game

[DevLog #010] Throwing Out a Feature I Built Myself, for the Sake of Smoothness

The second entry in the Dungeon Wanderers devlog. To get movement feeling smooth, I threw out the traversal feature I had built myself and used the official system as the foundation instead. This is a record of that decision.
DevLog

[DevLog #009] Making Plain Movement Something You Play With

Dungeon Wanderers is a 4-player co-op dungeon ARPG I'm building solo. This post is about the design of movement — and why I don't want the thing you spend the most time doing to feel like a chore.
DevLog

Building PvE Co-op ARPG Combat with UE5 + GAS — Dungeon Wanderers Phase 2 Update

In Phase 2 of Dungeon Wanderers, I built the combat core skeleton of a 4-player co-op PvE ARPG on UE5's GameplayAbilitySystem. Four abilities — MeleeAttack, Parry, Dodge, Guard — layered on a LocalPredicted-first design born from past mistakes on another ARPG project, with 59+ TDD tests guarding the pure logic layer.