Planning an Endless Sky interface modernization
An Outfitter prototype became a whole-game UI plan, with gameplay parity and separate layout and color references.
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Browse the notebook →An Outfitter prototype became a whole-game UI plan, with gameplay parity and separate layout and color references.
A worn generation ship became the setting for an automation game built around machine networks, repair detours, and a small playable Godot workshop.
Separating reusable graph structure from Crushline recipes, consequences, rendering, and runtime evaluation.
A Linux-native C11 platform layer grew out of custom node-graph UI work, with narrow contracts for windows, input, drawing, files, and replay.
A node-based factory game built around competing production routes, useful waste, machine upgrades, and the freedom to build an inefficient line.
A native space-strategy prototype where production choices, fleet movement, and a persistent information panel developed through explicit state and UI boundaries.
The Long Wake tried a Svelte command interface, achieved working drill-down panels, and then returned to a Godot desktop-workstation direction after repeated layout failures.
The M3 simulation panel became visible, then exposed a separate problem: its command editor could not be edited.
A generation-ship simulation built around fragile knowledge, followed by a long interface search from command board to a clearer Godot workstation.
How the no-asset game idea became a generation-ship simulation whose technology can be lost as well as recovered.
A horror-game design where the only view of a building is a floor plan that can lie, and sound supplies the missing physical world.
Testing a twenty-module Blender course exposed a basic problem: an absolute beginner needs exact actions and visible checks, not a longer outline.
A survival-game design that moved toward restoring the land, assembling useful systems, and a deliberately smaller first-day slice.
A generation-ship side-scroller found its identity in close-quarters resistance, fragile shared infrastructure, and the etiquette of a civil war inside a sealed home.
A C++ game-system experiment made official records shape a city’s legal reality, with replay, conflicting authorities, and reversible public-memory decrees.
A C++ fictional-history engine separating hidden causes, unreliable evidence, and changing interpretations, developed through narrow, auditable implementation slices.
A Python prototype explored identity through player actions, while schema mismatches exposed the need to validate the links between actions and projects.
A card-driven village concept with concrete resources, relationships, story templates, and an AI-generated Godot prototype structure.
A ten-frame knight sprite brief specified animation counts, layout, palette, and consistency, but never reached a verified finished sheet.
Three generated game sketches moved from a console character to an SDL rectangle and a rough C++ room-and-combat model.