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  1. Tonight I finished the game and released it on itch.io.

  2. Tonight I added some more terrain generators.

  3. A bunch of content additions tonight.

  4. Today I added the remaining distance and current day to the UI, and added a simple equipment system.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. Wow has it really been over a year since I posted an update on this project?

  10. Alice is my toy OCaml build system project where I ask “What if Cargo but for OCaml?”.

  11. Alice the Caml

    Alice is an experimental OCaml build system emphasizing accessibility.

  12. 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.

  13. I got my OCaml music synthesizer working on Windows.

  14. Scope Creep

    Scope Creep is a short first-person horror game rendered with a virtual oscilloscope.

  15. The game is finished.

  16. After tonight I have the full game loop working.

  17. Tonight I added a map mode (still rendered with oscillographics of course).

  18. I added text to my engine to enable rendering a HUD and labels on items.

  19. I added a quick and dirty implementation of collision handling for the player character.

  20. Today I completed the renderer, fixing several major bugs and adding the ability to render objects which can be occluded by walls.

  21. This year my plan is to make a game that can be rendered using purely oscillographics.

  22. 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.

  23. I learnt today that Windows has a built-in package manager.

  24. In Part 2 I inspected the power supply and cleaned out a bunch of wasp nests from the circuitry.

  25. In Part 1 I inspected the motherboard and found what appears to be damage from a battery acid leak.

  26. I’m going to attempt to repair my family’s old Macintosh LC575.

  27. 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.

  28. Electric Organ

    Electric Organ is a traditional roguelike with an emphasis on ranged combat.

  29. It’s the end of day 7 and my game is complete.

  30. One day left!

  31. Tonight I added items.

  32. The main focus of the day was the combat system.

  33. I had a productive evening working on Electric Organ.

  34. I mostly spent the day working on dynamically-generated synthesizer music.

  35. It’s the end of day 1 of 7DRL2024.

  36. 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.

  37. 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.

  38. One problem with using the rust programming language for game development is the notoriously slow compile times.

  39. Boat Journey

    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.

  40. The sun is peeking beneath my curtains and another 7DRL draws to a close.

  41. Today I drew a bunch of background images for menus and the victory screen.

  42. I added stats like health, fuel, and daylight and display them in the game’s UI.

  43. Yet another day of working on procedural generation and I think I’m finally finished (the procgen - not the game!).

  44. Another day of mostly working on procedural generation.

  45. I spent this evening making a procedural generator for the shape of river and choosing points along the river to place settlements.

  46. It’s the end of my first day of hacking on this year’s 7DRL.

  47. Games on the Nintendo Entertainment System play audio using a handful of tools within the device’s Audio Processing Unit (APU).

  48. 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.

  49. 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”).

  50. Rain Forest

    Rain Forest is a roguelike game about spending a few days in a forest, in the rain.