Tiny World: A world that keeps running when nobody is watching
A new project, an island that carries on whether anyone is playing or not, why it is TypeScript rather than Godot, and how a seed becomes somewhere people settle.
Games, apps, and the occasional detour.
Category
Devlogs, systems design and the long road to a shipped game.
A new project, an island that carries on whether anyone is playing or not, why it is TypeScript rather than Godot, and how a seed becomes somewhere people settle.
A freeze in Edge of Space that never happened in the editor, only in the browser, and only to me. Catching it took a headless browser, a cloned account and a long evening.
A thank you to Kenney, 0x72 and the other artists whose free assets are holding Dungeon Divers together, and why they matter so much to people who cannot draw.
Daily bounties, rush hour and weekend wars arrive in Edge of Space with almost no server code, along with an alien incursion that is really just one very big account.
The mine carpeting exploit comes home to roost in Edge of Space, so the ground got ore deposits, every extra copy of a building got dearer and fleets started burning fuel.
The Command & Conquer half of Edge of Space finally arrives, buildings you place on real ground, miners who walk to work, weather, and a sky that gets dark.
Edge of Space had planets, fleets and battles but nobody to fight, so my OGAME inspired game got AI commanders, alliances and an economy built out of wreckage.
The game design document that rescued Edge of Space, my OGAME inspired game, a systems map, MoSCoW in practice and the few numbers that quietly run all of it.
Edge of Space is my OGAME-inspired browser space strategy game. I built it at full speed with no design document until the systems started fighting each other.