> DEV_LOGS

Oct 08 2025

Today started with a bit of cleanup, and planning regarding how card zones should work. I wanted to make the cards stackable as well, but I …

Oct 06 2025

Day 1 So I’ll be documenting the creation of a little game from start to finish on here, on a daily post basis, for experimentaion and …

Jul 22 2025 Newjamegampost

So I did another game jam. This time it was a colony sim (or had aspirations to be) about fighting global damage through roguelike relics & three …

Jul 04 2025 Jul52025

Haven’t updated in a while! I did a couple more game jams & worked on more system code improvements so I can iterate quickly on gameplay …

Dec 21 2024

Working on another game jam: https://itch.io/jam/jame-gam-christmas-edition

Dec 13 2024

Taking some time to refactor my code and split it into modules that can later be reused for future game jams, etc. Notable changes include a new input …

Dec 11 2024

It’s been a while since I posted, but I made a new bluesky account @chugget.itch.io. I also did another game jam, and made some progress with …

Oct 31 2024

Scuffed text implementation, needs correcting more work on understanding the code

Oct 29 2024

More work on text animation!

Oct 25 2024

modified event system to be more precise, text system needs overhaul

Oct 24 2024

updated event system code, now it needs testing more research regarding input system

Oct 21 2024

Added new event system, needs editing and testing. Event system method missing some things, needs redoing. Learning about how other games structure …

Oct 17 2024

Refactored imgui::ninepatchbutton(), needs debugging debugged imgui::ninepatchbutton()

Oct 16 2024

Started imgui ninepatch button, needs work tweaked input system, more work on buttons Added a couple of buttons for easy console access Set dithering …

Oct 15 2024

Tweaked waitForEvent() in lua to deliver payload. Need to run unit tests on event system again Made sol2 error message more detailed, Got event …

Oct 14 2024

Explored input system more Input system needs testing/fine-tuning Input system fully tested. Now to integrate it into the game. …

Oct 13 2024

Cut out some features from tutorial system Got main game/menu music playing via lua script Dithering shader added Trying entt.fwd to reduce …

Oct 11 2024

Nothing new to post today.

Oct 10 2024

explored task management & ninepatch scaling some more Wrote drawNinePatchUIIndicator() Worked on npatch component for in-game npatch indicator …

Oct 09 2024

Added goap world state atom access function Added zoom camera to entity/location functionality Added a method to display indicator arrows around an …

Oct 08 2024

Nothing new to share today. Work continues on tutorial system.

Oct 07 2024

More ninepatch debugging Ninepatch working now, needs tweaking to look right. Added bg and fg to ninpatch window Changed gui color scheme to konsole …

Oct 04 2024

Worked on ninepatch functionality some more (needs testing) Placed game assets in a centralized repo Added Kenney and universal sound fx packs to …

Oct 02 2024

-Integrating sound system, needs testing -More work on sound -Added ninepatch configuration json -Added initial worldstate and goal state to creature …

Sep 30 2024

show lua window on script Your browser does not support the video tag. Tutorial windows will fire an event on close which lua scripts can listen for …

Sep 27 2024

Made changes to website code to better allow mobile viewing (didn’t work, does anybody know how to keep edges from being cut off in mobile?) …

Sep 26 2024

Started work on tutorial system (lua scriptable), with dummy methods for now Added spotlight effect shader that can be triggered with lua (untested) …

09 25 2024

Made a new hugo batch file that auto-generates a new post (so I don’t have to enter the date each time) Changed console font again.. Finished …

Sept 24 2024

Made a “Lua mode” in the console for inputting lua code with spaces in it (makes inputting lua code hassle free)

Sept 23 2024

Did a lot over the weekend! It’s no longer necessary to specify worldstate update functions New blackboard access function hooks Added automatic …

Sept 20 2024

Added current state caching for correct detection of changes Made postcondition setting automatic Fixed some bugs Fixed deltatime value bug Fixed …

Sept 19 2024

Learned about coroutines in lua (plan to use them to make wait() functions for timers, specific game events, keypresses etc.) Still working on …

Sep 16 2024 Dev

Unit tests for event system that can be tapped in from lua scripts (subscribe to c++ event, publish c++ event, define new event types in lua, …

Sept 12 2024

Working on configurable goap system with lua + json for use in future projects.

Aug 02 2024

So I recently did a bunch of stuff, in addition to a game jam. I’ll upload what I made soon. In the meantime, I got my particle system working …

Jul 10 2024

Started work on general tweening system. Work on animation of imgui windows.

June 29 2024

Started work on tutorial/dialogue system that uses lua, for extensibility. Completed correct color rendering for various tilesets loaded in with …

Jun 26 2024

Recently completed a game jam! Here’s the game: https://tommyv2.itch.io/autorock-roulette Some recent progress on my personal projects: LDTK …

May 08 2024

Added animated transitions for when there are multiple entites on a map.

Apr 28 2024

Frustrated with the limited time I have (I translate multiple webnovel titles daily from Korean to English on a daily basis) to program, I took it …

Apr 26 2024

Added a log window where the majority of the colony’s story will be visible.

Apr 25 2024

Added game over condition.

Apr 24 2024

Farm plot designation by mouse drag. These need to be actually built by the colonists (TBC)

Apr 23 2024

Added mouse drag events to be used later for placing objects and buildings, among other things An input mode to indicate what is being input through …

Apr 22 2024

Now creatures can get hungry/thirsty and will die if they reach a certain limit.

Apr 19 2024

Added some placeholder objects to the environment. These objects can be inspected now. Gravestones!

Apr 18 2024

Added rocks to the map. Rocks!

Apr 11 2024

Trying to come up with some intersting stories that can be used as a basis for gameplay. Sample Story 1: The Serial Killer Colonist A team of settlers …

Apr 10 2024

Water evaporating?

Apr 09 2024

More work on cellular automata water. Started baseline brainstorming of procedural stories that could be told with this farming sim.

Apr 03 2024

Line of sight integrated into game.

Apr 01 2024

Finished porting line of sight code from here Now it needs to be tested, along with cellular automata code. Initial testing of GOAP code complete. …

Mar 29 2024

Added pond generation back in. Integrated cellular automata system, which will need to be tested.

Mar 28 2024

Starting work on simple farming prototype.

Mar 27 2024

Website updates have been slow. Completed combat prototype and sent it off in an email to Jonas Tyroller, hoping it will get reviewed. Not much hope …

Mar 05 2024

Mapped possible counter moves to each attack Data structure that serves as a record of an action, as well as a possible counter to that action (which …

Mar 04 2024

Removed stance Created more streamlined system for battle flow (first steps to make this into a real-time sim) Added event structures for system …

Feb 2892024

Bug fixing. Made it so specific body parts are used for specific actions Removed stance (for now)

Feb 28 2024

Created basic event queue structure. Refined some status messages. Added vital body parts such as arteries, internal organs, and eyes Made window …

Feb 26 2024

Made it so “NONE” was not being diplayed as a body part. Refactored some code. Gave individual body parts degrees of pain, and added a …

Feb 23 2024

JSON processing is a lot less intuitive and slower than just using maps and vectors and the like. Going is slow.

Feb 20 2024

Finished initial setup of json files for a combat system. Now to apply them to the actual game!

Feb 19 2024

Started filling out json files as the data needed for the branching combat scenarios is best described in that way.

Feb 18 2024

Some bug fixing. This talk by Tarn Adams was very insightful regarding how to mesh systems together to create a story generation effect and make …

Feb 17 2024

Tried a little combat text generation. Ported over some Java cellular automata code for smoke, water, etc. in a 2D grid.

Feb 16 2024

Some more planning into combat sequences.

Feb 15 2024

A bit more planning into what goes into a combat system that has no hitpoints.

Feb 14 2024

Working on combat slice.

Feb 13 2024

Side project Creating a combat slice for the bear game. Started by adding body parts, basic body parts linking, and some color-coding for text …

Feb 07 2024

Side project Bears can now create trophies randomly on the map.

Feb 06 2024

Fixed issue with buttons that have the same name refusing to respond.

Feb 05 2024

Side project A bear fetches wood, then builds a table on the map.

Feb 03 2024

Side project Ironing out bugs in task queueing.

Feb 02 2024

Side project Working on building task system to allow fetch + task queueing.

Feb 01 2024

Side project Some state editing to allow bears to become inspired.

Jan 31 2024

Added capability to disable buttons.

Jan 30 2024

Worked on permanent upgrade screen functionality. Mingw linker is painfully slow on Windows. Trying to work out a way to switch over to ld.

Jan 29 2024

Implemented some shop functionality.

Jan 26 2024

Shop - buy random item button functionality.

Jan 25 2024

more work on shop screen.

Jan 24 2024

Added buttons and tabs for the shop menu. Side project: Refactored entity creation Item fetching

Jan 23 2024

Shop screen planned out (in a rudimentary way). Added shop button on the top right of the screen.

Jan 22 2024

More planning. Added timer to wait for a short moment before spawning the next wave.

Jan 19 2024

(Roughly) Planned out shop screen progression.

Jan 18 2024

Added point multiplier powerup (which multiplies all points gained by X)

Jan 17 2024

Attack speed per kill powerup. The game has almost no decision making at the moment since the tower is stationary (runs on autopilot) other than the …

Jan 16 2024

Bug fixing. Extra HP per kill powerup added.

Jan 15 2024

Fixed tower shield recovery bug.

Jan 13 2024

Implemented shield powerup.

Jan 12 2024

More bugs.

Jan 11 2024

Worked on bug fixing.

Jan 10 2024

Implemented healing-per-hit powerup. VFX callback destruction needs debugging.

Jan 09 2024

Implemented extra HP powerup. Bug fix regarding invalid entity handles.

Jan 08 2024

Implemented extra drop rate item.

Jan 07 2024

Added healing over time mechanic. Area damage animation, healing animation. Triggers for visual effect deletion. Removed stack trace logging feature …

Jan 06 2024

Instalkill chance item. Area damage powerup. Bug fixing.

Jan 04 2024

Created basic shader-based particle system. Maybe it’ll be useful one day. Tower defense game Implemented more range pickup

Jan 03 2024

More damage powerup implemented.

Jan 02 2024

Make enemies gradually harder to kill with each wave.

Jan 01 2024

ASCII Horror Tower * Added a shop window.

12302003

HP bars.

Second

Tower defense prototype Added animation for item dropping Item UI at bottom to show owned items Attack speed powerup Powerups now slide toward tower …

First post!

Thinking about time management to make game development more of a focus. Blogging 30 minutes first thing in the morning has helped. Maybe I’ll …

I feel I’ll be ready for another game jam soonish, since the changes and improvements I wanted to make c++ side as well as to the lua codebase are …

Ideally I’ll start posting about game content rather than technical progress with code at some point.

Used a few hours to speed up gcc compilation times on windows, to no avail. I’ll have to stick with my macbook for the time being.

Learned about post/pre-solve as I integrate chipmunk physics into my codebase. Most of the steps are already done, thiugh the code is getting pretty …

Extracted a bunch of snippets and techniques from the official chipmunk demos. I have no idea how I’ll be using them, but it won’t hurt to be …

So income isn’t as steady now with some downturns with my main job. Need to consider how to play this with my goals for game development.

Game jams are usually the way I’ve found most success completing projects. I don’t think I’m 100% comfortable with exploring ideas at my own pace …

Finished working on the mind map for now. Starting to feel it’s time to build a little code before I can continue planning meaningfully and not bog …

One notable difference between game jams and working on a project by yourself is that you don’t really question the initial idea (at least I …

Day 2. Cleaned up my codebase and started a new branch. Cleaned off the main menu and other game code to start from scratch. Also did some design …

##Day 4. Added card stacking and fixed the graphics flicker. I also fixed some collision errors and layering issues.

My current schedule is, Do some translation work in the early morning Head to the public library at around 9:30 and do some more Develop my game for a …

Days 5 & 6. Added in placeholder visuals for triggers, mods, and actions (these are the backbone of the mechanics in my game). I’ve also …

A recent video from IndieGameClinic describes that game design is not a set of rules to memorize, but a soft skill that isn’t as easy to quantify. My …

It seems quite easy to become demotivated by looking at other people’s progress and how fast they get along, while it can also be very helpful. I have …

Days 7 & 8. No work done on 7, since I had IRL work. Now cards will pulse when triggered. Next step is to link these actions with the survivor to …

Day 9. Realized I hadn’t laid out how the stats in the game will interact with the rest of the systems and sat down to try and plan it out. Was …

Day 10. Clean state changes so that I can focus on the overall flow of the game as I flesh it out. Sidetracked a bit adding imgui bindings to my lua …

A major mental snag is when I feel I have little time to code today. And the pressure is on. I have to do something meaningful toward progress. Not a …

Day 12. Some bug fixes. Ran into a snag with performance I’ll have to figure out sooner or later.

Day 13. Had work. Other than that, added hot-reloading of lua scripts to speed up iteration.

Day 14. Added walls. Did a bunch of coding, adding reload at button click, debugging collision, adding juice to player enemy collision, and some …

Days 15 and 16. Did a shift toward noita-like system of card eval for more depth and complexity. Let’s see how this pans out.

Days 17 and 18. Work is starting to increase a bit again. It’s kind of a struggle, balancing game dev and work, but not because of motivation (though …

Days 19-22. Fell down a performance rabbit hole. In my defense, it was really bad, and I had structured the main loop wrongly. Things should be better …

Work continues. I may have something to report soon.

Encountering maddening web build issues with no stack trace logs or anything. How am I supposed to debug? Lol. Game freezes for no reason, and mouse …

Testing a quick upload feature for my blog.

Suffering through a ui overhaul. I seem to be getting nowhere…

It’s not much, but the ui overhaul continues.

almost done with inventory ui. not very happy with it but if it works, I’ll move on to the next bit (wand ui)