Devlog #1 — Project Dumpster Fire: Where We Are Starting
First devlog for Project Dumpster Fire. Open world zombie survival, procedural generation, and why we are building performance into the foundation from day one.
Devlog #1 — Project Dumpster Fire: Where We Are Starting
Welcome to the first devlog for Project Dumpster Fire. We are going to keep these honest — what is working, what is not, and where the project is headed. No hype, no vague promises. Just the actual state of the build.
What Project Dumpster Fire Is
At its core, Project Dumpster Fire is an open world zombie survival game. But the part we care most about is the word "survival" — not in the abstract, but in the mechanical sense. We want every decision to feel like it has weight.
Hungry? That affects your stamina. Injured? That affects your movement and combat. Exhausted? Your character starts making mistakes. The world does not pause while you figure things out.
On top of that, the nightly raids are the heartbeat of the game. Every night the horde comes. Every night it is harder than the last. The question is not whether you can survive tonight — it is whether you can build something strong enough to survive next week.
Procedural Generation: The Why
We made the decision early to go procedural on the world map. There are two reasons.
The first is replayability. A hand-crafted map is great the first time. The second time you already know where everything is. Procedural generation means every run starts fresh.
The second reason is performance. Procedural generation lets us be deliberate about what assets we load and when. We are not building a world and hoping it runs — we are building a system that generates a world efficiently by design. Performance is not something we are going to bolt on at the end. It is baked into the architecture from the start.
Where We Are Right Now
Early. Very early. We have core movement and character state systems running. The survival mechanics — hunger, fatigue, injury — are in prototype. The procedural world generation is being tested with placeholder assets.
The nightly raid system is the next major milestone. Getting the horde behavior right is going to take time, and we are not going to rush it.
What Is Next
Over the next few weeks we are focused on:
- Nightly raid prototype — basic horde spawning and pathfinding
- Crafting system foundation — what you can build and how
- First pass on the base building loop
We will post another devlog when there is something worth showing. Until then, follow us to stay in the loop.
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Mild Disaster Studios
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