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Tonight I finished the game and released it on itch.io.
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Tonight I added some more terrain generators.
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A bunch of content additions tonight.
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Today I added the remaining distance and current day to the UI, and added a simple equipment system.
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Today I added a win condition, which is reaching the room containing the “wish granter”, borrowing some lore from Roadside Picnic which Pacific Drive was loosely based on.
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Today I added a terrain generator for a forest biome, implemented the game’s basic systems, added a few hostile NPCs, a car inventory where items can be exchanged with the player’s inventory, and items for recovering health, energy, food, and fuel.
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This year my game will be about taking a road trip through a mysterious exclusion zone, kind of like Pacific Drive, only it’s one continuous journey rather than a series of short runs.
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I connected a pair of computers with a 300 bits/s point-to-point dial-up network through a pair of Voice-over-IP (VoIP) phone lines.
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Wow has it really been over a year since I posted an update on this project?
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Alice is my toy OCaml build system project where I ask “What if Cargo but for OCaml?”.
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Alice is an experimental OCaml build system emphasizing accessibility.
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Back in 2012 I took an Operating Systems course, the main assessment of which was a 12 week pair assignment implementing a user-level OS personality for the seL4 microkernel.
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I got my OCaml music synthesizer working on Windows.
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Scope Creep is a short first-person horror game rendered with a virtual oscilloscope.
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The game is finished.
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After tonight I have the full game loop working.
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Tonight I added a map mode (still rendered with oscillographics of course).
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I added text to my engine to enable rendering a HUD and labels on items.
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I added a quick and dirty implementation of collision handling for the player character.
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Today I completed the renderer, fixing several major bugs and adding the ability to render objects which can be occluded by walls.
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This year my plan is to make a game that can be rendered using purely oscillographics.
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I’ve used the same game engine for all the roguelikes I’ve made since 2019 and I found out this year that they are all affected by a bug in the way lighting is calculated.
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I learnt today that Windows has a built-in package manager.
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In Part 2 I inspected the power supply and cleaned out a bunch of wasp nests from the circuitry.
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In Part 1 I inspected the motherboard and found what appears to be damage from a battery acid leak.
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I’m going to attempt to repair my family’s old Macintosh LC575.
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At the time of writing I'm employed by Tarides to work on the Dune build system, but all the opinions in this post are my own.
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Electric Organ is a traditional roguelike with an emphasis on ranged combat.
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It’s the end of day 7 and my game is complete.
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One day left!
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Tonight I added items.
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The main focus of the day was the combat system.
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I had a productive evening working on Electric Organ.
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I mostly spent the day working on dynamically-generated synthesizer music.
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It’s the end of day 1 of 7DRL2024.
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This page will list pinouts of some electronic components I commonly find myself using, as well as some notes on using them that might not be obvious from reading the datasheets.
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This is a guide I wrote mostly for my future self on how to set up an ergonomic development environment for writing Arduino programs in c without any Arduino-specific tools and using an Arduino to make a simple circuit with some flashing LEDs.
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One problem with using the rust programming language for game development is the notoriously slow compile times.
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Boat Journey is a turn-based game where you drive a boat through a procedurally-generated landscape on a voyage along a river destined for the ocean.
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The sun is peeking beneath my curtains and another 7DRL draws to a close.
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Today I drew a bunch of background images for menus and the victory screen.
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I added stats like health, fuel, and daylight and display them in the game’s UI.
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Yet another day of working on procedural generation and I think I’m finally finished (the procgen - not the game!).
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Another day of mostly working on procedural generation.
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I spent this evening making a procedural generator for the shape of river and choosing points along the river to place settlements.
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It’s the end of my first day of hacking on this year’s 7DRL.
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Games on the Nintendo Entertainment System play audio using a handful of tools within the device’s Audio Processing Unit (APU).
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Floating points are a way of representing numbers based on the idea that the larger the magnitude of a number, the less we care about knowing its precise value.
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For most of my life I took for granted that programs begin executing at an address denoted by the symbol _start (a single underscore, followed by the word “start”).
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Rain Forest is a roguelike game about spending a few days in a forest, in the rain.