Category: arcade
(Jun 10, 2026)
I think I'll try making the Button show up and down states. Sounds easy enough to spike something.
(Jun 10, 2026)
During a boring on-line meeting, I went ahead and put in the visibility logic. Let's see how things look now.
(Jun 9, 2026)
Dungeon content has aspects of model and aspects of view. Let's wrap it in a ContentView and then evolve to something more cohesive. Sort of Part I.
(Jun 8, 2026)
A few little changes to content this morning trigger some further improvement this afternoon. It's better than it was, and more capable too.
(Jun 8, 2026)
There's something not quite right about the design. Can we suss it out, or should we make it a bit worse? Lots of musing, very little code.
(Jun 7, 2026)
Sprites, yesterday and today. Refactoring the Content design, because Sprites.
(Jun 6, 2026)
PubSub could hold onto objects that should be dead. Two attempts and much fumbling later, I've learned a bit but have no solution that I like.
(Jun 5, 2026)
Amid horrendous technical difficulties, I propose to build a Strategy-based content item. In an astounding plot twist, we drop the Strategy idea!
(Jun 4, 2026)
Having chosen Strategy over Mixin, we'll get down to doing it for real.
(Jun 4, 2026)
I made some changes to the scaling of images. I'll report on that, but what I really want to do is to eliminate some duplication. I surprise myself.
(Jun 3, 2026)
The 'art' that I have for the game comes at various scales. We need some way to accommodate that. Outcome: OK, but there's a tiny telltale scent of corruption. Squidgy.
(Jun 2, 2026)
A couple of little changes from yesterday. Mostly just speculation, vague design thinking. I create an abstract class and draw an up-button.
(Jun 1, 2026)
Yesterday's idea for selecting random tiles seems tasty. Let's try it. Is it a kind of Composite Pattern? Answer: a firm 'kind of'.
(May 31, 2026)
I made one new texture last night, on my iPad. So I think I'll point the game to the recently-purchased set.
(May 30, 2026)
There is Massive Duplication in my texture-finding code. I plan to remove that. It goes rather nicely.
(May 29, 2026)
Today I propose to change the Border code to return a 'meaningful' string rather than those 0-15 integers. I figure I can handle something that tricky, probably.
(May 28, 2026)
We've agreed that our current borders scheme works, but isn't quite what we need. Let's see how to make some progress in how we make this dungeon. This pass, we prepare the soil.
(May 28, 2026)
Having 'done' borders, I'm learning what I want. 'Making App' vs 'Shipping App'. A bit of philosophy, a bit about why I write these words.
(May 27, 2026)
I have a bit of time this afternoon. Let's see what we might do about borders that would be better.
(May 27, 2026)
I found some of my favorite tiles and did an experiment yesterday. We have some interesting work ahead. We spike a border!
(May 26, 2026)
I have no idea what we might do this morning. I'm sure I'll have at least one notion quite soon. Things get a bit weird.
(May 25, 2026)
Let's deal with some of the PubSub issues and needs.
(May 25, 2026)
Things happen. People have to know about them. What shall we do about this?
(May 24, 2026)
A small improvement; a confession. I wind up thinking in public about how I live. CW: LLM-AI, Jesuitical
(May 23, 2026)
Based on a thing I did yesterday, I have an idea that I think will be quite nice. BorderedText, good yesterday and gratuitously better today.
(May 22, 2026)
I'm not sure what I'll do this morning. Look for something that interests me, I guess. We follow our nose. Refactoring for fun and profit.
(May 21, 2026)
We'll glance at the scrolling code, see what we can improve, and use it on our existing treasures.
(May 20, 2026)
Let's experiment with scrolling text. A bit of thrashing but a fairly decent object emerges.
(May 20, 2026)
We have a thin treasure/inventory capability wired in. Let's review our notes and pick something to add. We add visible treasures and console announcements with just a little code.
(May 19, 2026)
We have some content that is fixed throughout game play, and some that varies. We're getting close to needing to handle that. Perilously close.
(May 18, 2026)
I have a bit of time at the keyboard. Let's improve the dungeon contents code a bit.
(May 18, 2026)
Let's take a look at what might be good next steps toward a game. I'd like to get to some code today. A second personality emerges from my mind, the PDP.
(May 16, 2026)
This morning I'm going to put a Camera2D into my dungeon and see if I can figure out how to zoom and pan and such. I am hopeful but also expect confusion.
(May 15, 2026)
Let's see what we can figure out about the Arcade camera. I think we'll look at an example, and maybe bash it a bit to see what it does.
(May 14, 2026)
I think Arcade is in place. Do we like it? Is the code where we want it? What are our longer-term ideas?
(May 13, 2026)
I've added in Dot and it's clear we have work to do. Result: 1000X faster.
(May 13, 2026)
I think we'll take a cut at converting from pygame to Arcade today. I have a tentative idea, and I'm prepared to fail spectacularly.
(May 12, 2026)
Let's explore the Arcade platform, which we plan to use in our dungeon program. Here's how I like to learn a new system: by example.