jpshh @jpshh.com · 31/08/2026never not loving how the latest New Gods book's " let's loop in every character that's been peripherally tied to them " included alluding to that in one panel 180
jpshh @jpshh.com · 11/08/2026Left: Rampant on the Tracks' previous blocky, garish UI. Right: Rampant on the Tracks' latest UI. #procgen #proceduralgeneration #gamedev #solodev #indiedev 091
jpshh @jpshh.com · 03/08/2026The variation of Tracks generated by Rampant on the Tracks' generation - detailed writeup of same to come. #procgen #proceduralgeneration #gamedev #solodev #indiedev 0103
jpshh @jpshh.com · 02/08/2026Haven't posted about Rampant on the Tracks for a bit - been reworking the Track generation logic. You can see the result below, before and after - more detailed writeup to come. #procgen #proceduralgeneration #gamedev #solodev #indiedev 0134
jpshh @jpshh.com · 30/07/2026I love that Peter Cheyney created a character named " Lemmy Caution ", and that a sequential list of the Caution book titles reads like a conversation 000
jpshh @jpshh.com · 19/06/2026Building a lightweight Android app for easily identifying the complementary colors between two extracted from a picture taken - got a demo at jpshh.com (" Color Spectrum Calculator ") that shows its core logic by letting you pick the two " extreme " colors. 000
jpshh @jpshh.com · 19/06/2026this is rendered by drawing a line whose RGBA color is (0, 0, 0, 0) and applying a shader to it. the bar's progress is a Tween, on which the alpha of the Action Bar's color is also dependent. 001
jpshh @jpshh.com · 19/06/2026Taking actions in Rampant on the Tracks is limited by this Action Bar - it's cut in half with every Block or Redirect applied, and blocks any action at 25% or below. It runs down and back up on its own - you'll have to act when you can. #godot #godotdev #gamedev #indiedev #solodev 193
jpshh @jpshh.com · 17/06/2026this is done with a shader on the focus element that draws the Walker's color on all pixels within " walker_radius " of its current position 000
jpshh @jpshh.com · 17/06/2026When focusing on a Track segment a Walker's crossing in Rampant on the Tracks, you can see the Walker there too in simplified form - you won't have to look back and forth between Track and focus. #godot #godotdev #gamedev #indiedev #solodev 181
jpshh @jpshh.com · 16/06/2026Tenth issue of my newsletter, buttondown.com/proceduralno..., went out last week. Discusses replacing my game (Rampant on the Tracks)'s draw_* calls with procedurally generated textures and the use of shaders. #procgen #proceduralgeneration #gamedev #solodev #indiedev Plus menus: 090
jpshh @jpshh.com · 16/05/2026Building a tool for generating 2D tilemaps from pictures taken and edited into sets of " regions ", where each region follows a different specified rule. Have the UX for the web demo so far at jpshh.com, under " IRWave " - video's attached. #procgen #proceduralgeneration #solodev #indiedev 041
jpshh @jpshh.com · 11/05/2026Rampant on the Tracks' sound effects - background music muted to show them off. #gamedev #solodev #indiedev 162
jpshh @jpshh.com · 06/05/2026Ninth issue of my newsletter, buttondown.com/proceduralno..., went out last week - it describes the UX/audial enhancements I've made to Rampant on the Tracks' demo, and promises a playable version this month (5/22). #procgen #proceduralgeneration #gamedev #solodev #indiedev 0103
jpshh @jpshh.com · 20/04/2026Eighth issue of my newsletter, buttondown.com/proceduralno..., went out last week - it describes Rampant on the Tracks' latest demo and has a timeline for future demos. #procgen #proceduralgeneration #gamedev #solodev #indiedev 082
jpshh @jpshh.com · 26/03/2026Seventh of my newsletter, buttondown.com/proceduralno..., went out last week - subscribe for info on my procedural-generation-fueled game development. #procgen #proceduralgeneration #gamedev #solodev #indiedev 063
jpshh @jpshh.com · 17/03/2026Further refined my game's Track generation logic to minimize " nodes " overlapping with other nodes/edges. Demo that isn't just a Matplotlib gif coming soon! (Blue = Track " start ", red = Track " end ".) #procgen #proceduralgeneration #gamedev #solodev #indiedev 1143
jpshh @jpshh.com · 27/02/2026Parts of my game's level generation logic generated level " segments " too close to others, or too small for their traversal meaningful - implemented logic to correct those by combining " too small " edges with the nearest and largest. #procgen #proceduralgeneration #gamedev #solodev #indiedev 172
jpshh @jpshh.com · 17/02/2026Switched my game's level generation logic from managing level state with the single-threaded networkX to the multi-threaded rustworkx - cut the average level generation time down to a third! #procgen #proceduralgeneration #gamedev #solodev #indiedev 172
jpshh @jpshh.com · 13/02/2026Turning a Voronoi diagram into a Track with Stops #procgen #proceduralgeneration #gamedev #solodev #indiedev 152
jpshh @jpshh.com · 22/12/2025If you need a Python module that outputs SciPy's Voronoi diagram generation in easier-to-parse JSON for #proceduralgeneration or #procgen purposes, I've got one: pypi.org/project/Voro... Example output in Matplotlib (number of sites 15, 45, 135, 405): 020