<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Devlogs</title><description>Development logs for my game and tool projects.</description><link>https://alvarofalcon.github.io/</link><item><title>Co-op becomes a party: shared hideout, rift proposals and co-op realities</title><link>https://alvarofalcon.github.io/devlogs/arpg-game/the-party-session/</link><guid isPermaLink="true">https://alvarofalcon.github.io/devlogs/arpg-game/the-party-session/</guid><description>Co-op stopped being a single run: friends meet in the host&apos;s hideout, anyone proposes a Rift or an Altered Reality with a 30 second popup, and the replication layer was split out so the same code carries a tier-20 reality.</description><pubDate>Mon, 19 Oct 2026 00:00:00 GMT</pubDate></item><item><title>Four friends in the Rift: co-op, join codes and attacking our own host</title><link>https://alvarofalcon.github.io/devlogs/arpg-game/co-op-survival-rift/</link><guid isPermaLink="true">https://alvarofalcon.github.io/devlogs/arpg-game/co-op-survival-rift/</guid><description>How the Survival Rift became playable with up to four players: snapshot replication, UPnP and join codes, a security review that found a save-wiping bug, a rebuilt join screen, and a shared level-up round with a countdown.</description><pubDate>Sun, 18 Oct 2026 00:00:00 GMT</pubDate></item><item><title>Quests that teach the town one station at a time</title><link>https://alvarofalcon.github.io/devlogs/arpg-game/quests/</link><guid isPermaLink="true">https://alvarofalcon.github.io/devlogs/arpg-game/quests/</guid><description>Six tutorial quests unlock by themselves, mark their station in the world, explain it before it opens, pay out on turn-in and live in a log on J. Built on a pure rules class fed by a small event bus.</description><pubDate>Sun, 18 Oct 2026 00:00:00 GMT</pubDate></item><item><title>A Rift with a shape: keystones, rerolls, gem shop and cash-out</title><link>https://alvarofalcon.github.io/devlogs/arpg-game/rift-progression-and-ux-passes/</link><guid isPermaLink="true">https://alvarofalcon.github.io/devlogs/arpg-game/rift-progression-and-ux-passes/</guid><description>A run of owner-driven polish: cursors, loot key, town walks that don&apos;t get stuck, a town map, a Rift level-up cadence with per-card rerolls and pending items, instant tooltips, Odran&apos;s gem shop and a Colossus cash-out decision.</description><pubDate>Sun, 18 Oct 2026 00:00:00 GMT</pubDate></item><item><title>Generated caverns, spawn budgets and cascading drops</title><link>https://alvarofalcon.github.io/devlogs/arpg-game/caverns-spawning-and-drops/</link><guid isPermaLink="true">https://alvarofalcon.github.io/devlogs/arpg-game/caverns-spawning-and-drops/</guid><description>Realities stopped being rooms linked by corridors and became steered cellular-automata caverns with one-piece rock walls and real liquids; spawning moved to Poisson-disk packs and a Rift director; item rarity became a cascade.</description><pubDate>Thu, 15 Oct 2026 00:00:00 GMT</pubDate></item><item><title>Too much damage, too many explosions, and a passive tree that grew up</title><link>https://alvarofalcon.github.io/devlogs/arpg-game/monster-scaling-mass-deaths-and-the-tree/</link><guid isPermaLink="true">https://alvarofalcon.github.io/devlogs/arpg-game/monster-scaling-mass-deaths-and-the-tree/</guid><description>Monsters now scale from a measured reference character and a time-to-kill target, a benchmark found that voxel crumbles (not explosions) caused the frame drop when packs die, and the passive tree grew from 92 to 339 nodes.</description><pubDate>Thu, 15 Oct 2026 00:00:00 GMT</pubDate></item><item><title>Crafting orbs, a merchant, and a hideout that became a town</title><link>https://alvarofalcon.github.io/devlogs/arpg-game/crafting-a-merchant-and-a-town/</link><guid isPermaLink="true">https://alvarofalcon.github.io/devlogs/arpg-game/crafting-a-merchant-and-a-town/</guid><description>Nine original crafting orbs, Odran the trader, the Artificer&apos;s forge, item art, and an empty hideout room that turned into a walled town with an edit mode, a shop and a HUD that explains itself.</description><pubDate>Tue, 13 Oct 2026 00:00:00 GMT</pubDate></item><item><title>No campaign: realities, persistent characters and six milestones in a night</title><link>https://alvarofalcon.github.io/devlogs/arpg-game/endgame-and-persistent-characters/</link><guid isPermaLink="true">https://alvarofalcon.github.io/devlogs/arpg-game/endgame-and-persistent-characters/</guid><description>The survivor run worked, so the next question was where the game really lives. We pivoted to a map-style endgame: Mirror shards open Altered Realities, characters persist with a passive tree, gems and ascendancies, and a new character learns it all in a short introduction.</description><pubDate>Mon, 12 Oct 2026 00:00:00 GMT</pubDate></item><item><title>Voxels, anime heroes, a launcher and a HUD you can rearrange</title><link>https://alvarofalcon.github.io/devlogs/arpg-game/voxels-anime-heroes-and-a-hud-of-your-own/</link><guid isPermaLink="true">https://alvarofalcon.github.io/devlogs/arpg-game/voxels-anime-heroes-and-a-hud-of-your-own/</guid><description>In one day the game got a voxel HD-2D presentation under an unchanged 2D simulation, anime-style characters at double resolution, a renamed repo with a self-updating launcher, flasks and a HUD the player can drag and resize.</description><pubDate>Mon, 12 Oct 2026 00:00:00 GMT</pubDate></item><item><title>It&apos;s a game now: the survivor run</title><link>https://alvarofalcon.github.io/devlogs/arpg-game/the-survivor-run/</link><guid isPermaLink="true">https://alvarofalcon.github.io/devlogs/arpg-game/the-survivor-run/</guid><description>Until last night, ARPG Game was a very well-tested sandbox: a mage, some training dummies, a fireball with forks, an affix system, a grid inventory. Every system was there; nothing to do with them. This post is about…</description><pubDate>Sun, 11 Oct 2026 00:00:00 GMT</pubDate></item><item><title>A feature can be provably correct and completely dead</title><link>https://alvarofalcon.github.io/devlogs/arpg-game/inventory-and-the-playtest-bugs/</link><guid isPermaLink="true">https://alvarofalcon.github.io/devlogs/arpg-game/inventory-and-the-playtest-bugs/</guid><description>The last post ended with equipping working but no screen to do it from — auto-equip-on-pickup, a bridge explicitly labelled as scaffolding, standing in for the grid inventory that didn&apos;t exist yet. This post is that…</description><pubDate>Thu, 10 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Two tests that passed while describing the wrong game</title><link>https://alvarofalcon.github.io/devlogs/arpg-game/affixes-and-equipping/</link><guid isPermaLink="true">https://alvarofalcon.github.io/devlogs/arpg-game/affixes-and-equipping/</guid><description>The last post shipped the drop pipeline with currency alone, deliberately: prove the seam with gold piles before building anything equipment-shaped on top of it. This one is the payoff — base items, the affix system,…</description><pubDate>Wed, 09 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Designing loot for a filter that doesn&apos;t exist yet</title><link>https://alvarofalcon.github.io/devlogs/arpg-game/items-and-currency/</link><guid isPermaLink="true">https://alvarofalcon.github.io/devlogs/arpg-game/items-and-currency/</guid><description>The last post ended with a fireball that could fork, pierce, and fan into a spread. This one is a step sideways rather than forward: before a single item can drop, something has to decide what a &quot;item&quot; even is — and…</description><pubDate>Tue, 08 Sep 2026 00:00:00 GMT</pubDate></item><item><title>A red octagon learns to walk</title><link>https://alvarofalcon.github.io/devlogs/arpg-game/movement/</link><guid isPermaLink="true">https://alvarofalcon.github.io/devlogs/arpg-game/movement/</guid><description>This is the first devlog for ARPG Game, a 2D top-down action RPG in Godot 4.1.1 built in C#/.NET. Before this session the repo had nothing but scaffolding — and the interesting part was everything that went wrong while trying to see it work.</description><pubDate>Mon, 07 Sep 2026 00:00:00 GMT</pubDate></item><item><title>Fireball, four dummies, and the seams that made forking cheap</title><link>https://alvarofalcon.github.io/devlogs/arpg-game/skills-and-combat/</link><guid isPermaLink="true">https://alvarofalcon.github.io/devlogs/arpg-game/skills-and-combat/</guid><description>The last post left off with a shape that could walk around a grey rectangle. This one is the direct sequel: that shape can now cast a projectile skill, the projectile can hit things, the things can die, and the skill…</description><pubDate>Mon, 07 Sep 2026 00:00:00 GMT</pubDate></item></channel></rss>