No matter what we do, we all make mistakes. That is this week's task, to be sure.
I was reviewing my work as I got ready to head into another stage, and I realized I did something quite stupid. In working on wiring everything up, I put logic into the Blueprints. It's not the end of the world, and it works.
That isn't the point. The point is I violated my own rule, so I have to fix it. My brain won't let it be any other way. Did I mention I found early EARLY testing code? lol. This is why you HAVE to review your work!
I hear you. It's a personal thing for me. Logic in C++, visual in Blueprints. It's how my brain works. Leave me to my psychosis ;p and on to the update:
Friday Dev Notes — September 11, 2026
C++ Cleanup & Ownership Rework
- Reviewed all 110 C++ files for artifacts and dead code
- Removed old logic, stubs, and commands left over from original/early simulation testing
- Rebuilt “end-turn” ownership in C++, removing the game logic from Blueprint
- Completely rewrote sector-slot logic control in C++, removing all but the presentation of it from Blueprints
Improvement Slot Action Buttons Reworked
- The old version felt clunky and just wasn't intuitive at all
- Part of the rebuild was placing decisions/choices into proper categories for user ease
- All options are now visible; unusable or unavailable options are greyed out instead of hidden
- New territory for me — took three days to get it all worked out
Discord Release — okay, why Discord? I sit there a lot, active or inactive. By having Discord, it will help me organize some communication avenues in the near future. What do I mean by that?
- Tester feedback and discussions
- Community discussions of systems and screenshots
- Community feedback on what they would like to see in CG
- First look at future features of CG, because I need a place to plot them
Be a part of the CG community:
Join the Discord