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MouthlessStoat

@MouthlessStoat

Joined June 1st, 2026

  • 15Devlogs
  • 1Projects
  • 0Ships
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9h 2m 40s logged

Devlog 14:
Implemented a deck library feature to browse and edit all the deck. It was surprising hard to implement a way for deck from different format and ruleset to be converted to another ruleset. It almost look like a game, now only have to implement some small feature like variable attacks and missing sigils as well as custom sigils and card portraits.

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18h 24m 10s logged

Devlog 13:

Finishing and touching up the deck editor, now with actual filtering, saving decoration to distinguish different rarity. Along with this actually parse the side deck option and now they can be selected in the deck editor. Now working on a deck library function to display all the deck and allow them to be edit.

Sigil progress is still going steadily

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10h 52m 43s logged

Devlog 12:
Been spending the past few days implementing and fixing the card renderer, now everything should be final with no large major changes.

All of this is for the first rudimentary version of the deck editor, None of the filtering or side deck works or even saving but I need to post a devlog and so this is it. After this deck editor tangent is done more sigil need to be implemented, luckily I do have a friend to help with implementing sigils.

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8h 40m 49s logged

Devlog 8:

Huge refactoring to clarify the shape of a bunch of type that have been just passed around as Dictionary until now. This should hopefully make further development easier as it make stuff more clear and concrete

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9h 16m 23s logged

Devlog 7:

Another small batch of sigil. Various sigils that I can implement without large modification to the code base. Along with these implementation are small bug fixes here and there through out the codebase. Roughly 1/4 or 27 sigils out of the total 106 from vanilla base game have been implemented.

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1h 52m 4s logged

Devlog 6:

Spent way too long trying to solve lil bugs, this one have to do with a new AddCardAction specification. New instead of constructing and adding the card and expecting it to always be public, it now support private card, but need the user to make a new token if they want new card.

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33h 9m 34s logged

Devlog 4:

Oops i went a long time without devlog, ourely because most of the work now are backend stuff that don’t really have anything to show for a devlog. Just boring design of the code base so that adding more feature in the future would be much much easier.

Currently the action and stack system are being finalize, i am pretty confident this is the final revision with not much other changes. Sigil are still slowly being added with the increasing power of the stack system. No new major feature can be develop until the stack is perfect and capable.

Cost and sigil that interact with them are finish, the custom cost system need to come later as I don’t want to spend even more time working on backend stuff and never releasing an alpha version.

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14h 9m 4s logged

Devlog 3:

Absolute countless night of head banging, finally implemented combat although a bit janky for now. But it work super well for Inscryption.
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When the turn end, combat action is issues, which resolve into some amount of card attack action. There is a strike override for sigil like Bifurcated Strike or Trifurcated Strike, and a replacement ability hook now so stuff like air borne can be implemented.
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Next devlog might be like a very very long time because there are so many sigil in base game Inscryption to implement but that need to be done. Ill check back in when most of the sigil category are implemented into the game and make sure they work well with each other.
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After that are active sigil, proper fight handling, like the rest of the game (deck builder, ui polish, etc.). Then after some QA and Alpha testing it can go into public Beta as version 0.0.1 (We use pride versioning around these part and also cus pride month <3)

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7h 18m 53s logged

Devlog 2?:

This is mainly a backend devlog as a bunch of stuff are tweak and slightly modify so the DX can be better. Action are now a new base clas that new action can inherit this streamline the process of making new action and resolver instead of moving between like 3 different file to make a new action you only need to look and modify 2.
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A new total rework of the stack system to be more clean and easy to work with. The game now pause correctly and resolve them in sequence activating more sigil as they go along. Along with this new stack and a bunch of design document and deliberation for the combat system that should be implemented in the next devlog.

Because it is all backend stuff there are nothing to show for this devlog </3

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1h 48m 42s logged

Multiplayer Working

After literally hours of playing around with syncing and networking and trying to make sure the 2 client can talk to each other, finally made a working small demo of playing card and resolving the stack correctly.

Instead of the playing fast and loose nature of Inscryption I opted instead to use a stack like Magic the Gathering to handle sigil resolution and ability trigger. This causes like a lot more issue than originally expected.

I wanted both client to work independently when resolving sigil but they still need private information like hand and deck for card like Corpse Maggot and Pelt Lice. So now we have a very janky system where after every stack action the game sit there and wait for the other client to boardcast any private trigger they have so both client can continue the work.

The system now is quite robust and can take alot of funky stack stuff. Next is working on the combat and programming in a bunch of sigils.

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