so i haven't really been posting here lately. between covid and the move across the US (and the housing situation before that that lead to the move across the US in the middle of covid) any schedule i ever had for working on things kind of went out the window.
stuff i've done recently...
well, somebody in one of the coding discords i'm in asked about using rhombic dodecahedral cells to make a minecraft-style game, and as one of the handful of people in the entire world who's used the rhombic dodecahedral honeycomb (apparently) i gave them some pointers and then decided to write up
a bunch of information about the data structures i use. i'll probably update the site mainpage to include that under 'math writeups' at some time.
a really long time ago, when i was first starting out using twine, i put together a weird
farming sim game, just as a test to see if it was possible to actually do it in twine. (this is using twine 1.3, which means it was made pre-2014 i think?) at one point i
tried redoing it in a more ambitious fashion in twine 1.4, but i never really got it 'finished'. anyway i've been getting incredibly frustrated with the glacial pace of all my current game projects, and so i've been really struggling to think of a game idea that's not a giant sprawling mess of planned content, and so in two days i threw together
this, which is a partial clone of the first twine version.
yesterday i put together
this thing, which isn't a playable game of any stripe (yet), but i have some plans for turning it into an actual game at some point (see source for details since i didn't erase those before uploading it :V). i plan on at the very least 'finishing' the farm game up to the point where it's a full clone of the twine game, & maybe uploading it to itch.io or something, idk
anyway i keep thinking i want to get back onto a two-week-project schedule, since i really enjoyed that and got a lot of stuff done with it, so maybe i'll try to restart that going forwards. it would be nice to try and make some actual two-week
games, instead of having all of the code be internal library code for giant projects, but who knows.