Posts
-
Elementio Dev Diary 1
I’ve been working on a project recently and I have too many thoughts about it in my brain, so I need to exorcise them by writing them down into a blog post. It’s a bit of a poorly edited stream of consiousness, but I need to get it out and maybe it will be of some interest.
See more... -
Game Bingo 2024-25
I’ve made my own Video Game Bingo, blatantly ripping off the Reddit r/fantasy book bingo.
See more... -
The Ballad of Tarquin
This is the story of Tarquin, my greatest pen-and-paper-role-playing-game character. Tarquin was an immortal god amongst foolish men. Tarquin was everything I could never be, and would never want to be, and yet was greater than I could ever aspire to be.
See more... -
Figuring Out Web Tooling
Last time, I got Rust code compiling to Web Assembly and running in a browser with minimal tools.
See more... -
Running Rust in the Browser with No Bullshit
Web Assembly (WASM): it’s the hot new(ish) way to compile and run native code in the browser. Rust has been improving WASM support for a while now, and I was working on a project which gave me cause to jump in and try and figure it out.
See more... -
Thoughts on Fossil SCM
Fossil is a distributed version control system, not too dissimilar from Git or Mercurial. Fossil was written by D. Richard Hipp, who is best known for SQLite. In fact, Fossil was written to be the version control system for SQLite, and also Fossil uses a(n) sqlite3 database as its repository file.
See more... -
Player 255 Post-Mortem
In April of 2017 (exact date lost to history) I set myself a challenge: play through a list of the 255 best rated Gameboy Advance games, in a randomized order. Today, a little more than 5 years later, I have completed that challenge. I have preserved my original post describing the challenge on my website here.
See more... -
Shattered Lands - Dev Diary #4
It’s been a long time since I did one of these because I’ve been busy. Keeping up work on the project though.
See more... -
Shattered Lands - Dev Diary #3
Third work session with some bits of time over the long easter weekend.
See more... -
Shattered Lands - Dev Diary #2
Second day of work on this project.
See more... -
Shattered Lands - Dev Diary #1
Starting up a new project.
See more... -
7DRL 2022 - Day 7 Dev Diary
Day 7! No burying the lede, the game was released.
See more... -
7DRL 2022 - Day 6 Dev Diary
Day 6, the end is in sight.
See more... -
7DRL 2022 - Day 5 Dev Diary
On the 5th day of 7drl, my true love gave to me, five goooold coins.
See more... -
7DRL 2022 - Day 4 Dev Diary
It’s day 4 and we’re past half way done!
See more... -
7DRL 2022 - Day 3 Dev Diary
Time for day 3.
See more... -
7DRL 2022 - Day 2 Dev Diary
Day 2 here we go.
See more... -
7DRL 2022 - Day 1 Dev Diary
It’s time for 7 Day Roguelike 2022. This will be my (checks notes) 5th consecutive year of participation.
See more... -
The Current State of My Life as a Hobbyist Game Developer - 2021 Edition
It’s been almost exactly a year since the last one of these, so I thought I’d do another one and maintain some vague attempt at consistency in updates/writing (lol).
See more... -
MaX-COM Final Monthly Report - September/October 2015
September Report
See more... -
MaX-COM Monthly Report 6 - August 2015
We had a bit of a rough time for UFO interception this month. A continued stall on the new interceptor research (due to shortage of alien weapon fragments) meant we were still struggling to shoot down UFOs. One of them even took out the Satellite over the US, ultimately leading to them pulling out of the MaX-COM project. The council remains very down on our performance despite excellence in all other areas.
See more... -
MaX-COM Monthly Report 5 - July 2015
In comparison to last month, July was relatively quiet. Panic levels have started to creep back up across the world, and sadly Australia have withdrawn from the MaX-COM project. We completed the Hyperwave Beacon, and after scanning for a while have located an unusual fast UFO. This is our next target, but our current generation interceptors don’t seem to be up to the task of taking it down. As such, we’re attempting to develop a new model but a shortage of alien weapon fragments is currently halting our progress. We’re continuing to narrow down the location of Exalt’s base too.
See more... -
MaX-COM Monthly Report 4 - June 2015
June was a momentous month for the MaX-COM project. We’ve really bounced back from the difficulties experienced in May. In order to cover everything, I’m going to deviate somewhat from the usual format of the monthly reports. There’s a lot to go over, so strap in.
See more... -
MaX-COM Monthly Report 3 - May 2015
This month the MaX-COM project has faced significant challenges. Along with one particularly difficult mission, covered below, we’re facing rising panic levels worldwide. This has been capped off by India and Nigeria choosing to withdraw from the project in favour of going it alone. Despite this, we are continuing to present a strong front and maintain our efforts to defeat the alien menace.
See more... -
MaX-COM Monthly Report 2 - April 2015
MaX-COM continue to defend the Earth from the hostile extraterrestrial forces besieging our solar system. April has been another strong month, with a solid performance across the board. Our satellite coverage continues to expand, and we are responding to as many incidents as possible. We’ve also been supporting the conventional military forces of governments around the globe by sending out shipments of tech and alien materials, a valuable supplemental source of funding for the MaX-COM project.
See more... -
MaX-COM Monthly Report 1 - March 2015
Humanity has made first contact with extraterrestrial life, and it’s hostile, which has lead to the activation of the MaX-COM project.Hidden in the outskirts of Birmingham, UK, under an unassuming energy recovery facility, the MaX-COM project’s team of international special forces is charged with defending the Earth from the alien menace.
See more... -
The Current State of My Life as a Hobbyist Game Developer
I’m writing this blog post largely to get my brain in order and decide what gamedev projects I’m going to work on in the near future.
See more... -
Making Godot Games Moddable
This article is about how to use Godot in the upcoming 8 Bits to Infinity “Shape Jam” in January 2020. More info is available on the jam pages but here’s a short summary: In part 1, develop a game with simple shapes for graphics but make it easily moddable so someone else can replace the graphics and add sound. For part 2, take someone else’s part 1 game and create the graphics and sound.
See more... -
Introductory Jedi Ethics
[Transcript of a lecture given to new Padawans at the Jedi temple on Coruscant. The speaker is Jedi Master Atko Shune.]
See more... -
Zeldish Postmortem
Zeldish is the second game I made using the Godot game engine. It’s a dungeon crawling action game in the style of the 2D Zelda games (mainly the Gameboy Color entries).
See more... -
Flappy Butt Postmortem
As I alluded to in my last postmortem, I’ve stopped trying to write my games from a low level up, and instead moved over to using the Godot game engine. Flappy Butt is the first thing I made with Godot in order to try out and start becoming familiar with the engine. It’s a Flappy Bird clone featuring a flying butt.
See more... -
Write your own Godot unit testing framework
Godot gives you all the tools to write your own unit testing framework. You could use one that someone’s already written, but it would take almost as long to install and learn someone else’s framework as it would to roll your own, and your framework will be perfectly suited to your needs. Plus it’s fun.
See more... -
Minigolf Adventure Postmortem
I recently finished my most recent game project “Minigolf Adventure”, and I thought I’d write up a few thoughts about what worked and what didn’t.
See more... -
Rust Macros for DSLs, or, Embedding Lisp inside Rust Source
Recently I’ve been experimenting with Rust macros, and I’ve come to the conclusion that they are quite powerful. More powerful than I had previously realised.
See more... -
Adventures in Programming Language Design
Recently I’ve been venturing into the world compilers and programming language design. I thought I’d write a bit about my adventures for anyone interested.
See more... -
Thoughts on Mega Man Boss Design
I’ve been playing some Mega Man for this challenge I came up with, and I’ve got some thoughts on the boss design I’ve seen.
See more... -
Untitled Project Devlog #1
As I mentioned at the end of my last post I have started a new project. I’ve now been working on it for most of a week. Here’s a screenshot:
See more... -
Restarting Game Development
I’m trying to get back into game development. This is something I keep coming back to in various forms. This time, however, I’m trying to actually make some games and get them out there, rather than trying to write engines from scratch and not getting anywhere. This article describes a tendancy of mine very well, and I’m trying to break out of that habit.
See more... -
How a blog?
This is a quick post going over how I got the blog up and running for anyone who’s interested.
See more... -
Why a blog?
I thought people might be interested in why I’ve decided to start a blog, and I need a few posts so I can test out the features of the site, so here goes.
See more... -
Hello World!
Hello world! I think I’ll leave this up on the final site as a shrine to the gods of programming.
See more...
subscribe via RSS