ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 5hThere's a lot missing from the scripting language to do still, but I'll be putting those in future day posts as I complete them. This language is going to be used for coding the maps for non-standard map behaviors (which will be heavy in the campaign) 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 5hOctober 12, 2026 - scripting language code from a previous project pulled into project (just basic lexeme parsing) - scripting language can now compute basic addition, subtraction, and multiplication (lexemes turned into graph -> traverse graph) - resolve minimap attempting to paint invalid pixels 100
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 11/10/2026robot hate posts today inspired by random wave of grief over being perpetually single while also knowing I refuse to use a dating app and that I am a hermit that doesn't leave his house 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 11/10/2026Man who claims "ai" is giving him productivity gains actually offloads all review work and checking his code onto other developers, so he's actually just harming the entire dev cycle while looking good to business people that don't understand anything. He also doesn't understand anything 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 11/10/2026Man incapable of reading two sentence slack posts claims to have read and fully understand the 3000 generated lines of code his pet murder robot made for him this morning 000
Reposted by @ulfgarthebard.bsky.socialjenny tightpants @jtp.bsky.social · 11/10/2026i think catholic converts should have to form a separate line before getting their communion so that they don't pose any danger to biological catholics 291732223
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 11/10/2026This coming week I'm getting fog of war done (at least where singleplayer is concerned) and will be working on my scripting language syntax and hopefully some game specific functions to affect game behavior 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 11/10/2026and here I am, about a month in and everything is on track. My confidence is still extremely high and I feel proud of myself for trusting myself on this. Honestly I should have done this years ago, though it would have been riskier 100
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 11/10/2026It's also cool. I made these milestones and the plan in about a half hour. I was really really confident about this plan. There's only one other time in my life I was this confident and I was exactly on about it 100
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 11/10/2026Just found my list from July where I planned my milestones and where I accidentally started them in August instead of September The cool part is I'm exactly on track, just the one month difference like you'd expect 100
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 10/10/2026game of thrones is odd in that it seems both extremely short and extremely long 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 10/10/2026new headphones on the way. Fingers crossed it will help my mixing as much as when I got my last set and when I got my actual monitors 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 09/10/2026also noting, fog of war on the actual game screen isn't there yet. Players can still see the entire map of what's on their screen, but I can reuse that visibility data to get started on the game's fog of war implementation 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 09/10/2026October 9, 2026 - add visibility (fog of war) mask to minimap - visibility mask updates based on unit positions based on their sight range when units are added or removed from the game, when they move, or when their player owner changes - visibility mask leaves historical data on unseen areas 100
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 08/10/2026- minimap renders terrain by grabbing the topleft most pixel of the terrain texture - added another launch argument to instantly launch the server once all server slots are full (useful for testing/less button clicks for me) 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 08/10/2026October 8, 2026 - added minimap - minimap updates as units, buildings, or doodads (rocks/trees) are created, moved, or destroyed - minimap displays a rough outline of what the camera can currently see - clicking on the minimap moves the camera - added toggles for minimap layer visibility 100
Reposted by @ulfgarthebard.bsky.socialSleeping Awake @sleepingawake.bsky.social · 07/10/2026 77215986817
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 07/10/2026I think I have a sufficient amount of networking. Some of the "not now" networking list is: - camera positions - mouse positions - server side control group storage - replays (playback saved action list) - consider shared unit control (some code expects a unit is only controlled by one client) 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 07/10/2026I've decided to leave a few things out of networking for now because I think they can be added later when I want to make the game properly multiplayer. Right now I'm making a singleplayer campaign and I want that to remain the focus. I think what I have now basically meets the october milestone 100
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 07/10/2026- move arrow no longer shows incorrect first frame (with network this is being instantiated in a new place causing this, I put in a workaround for now) - fixed another bug where the game could crash if destroying selected units with the chat command "/destroy" while a second player had it selected 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 07/10/2026- control groups are "networked" (stored client side but the network call to "select units" is now appropriately called) - command card buttons work again (broke with networking) 100
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 07/10/2026- clients will not lose inputs from selecting and command units quickly - if a player selected a unit and pressed a hotkey before the unit was selected on the server, the input was lost. To resolve this, I added an "unnetworked" selected unit list that is used for determining hotkey bindings 100
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 07/10/2026October 7, 2026 I'm figuring out minimap and fog of war things the rest of the day but the code changes for today are done: - players can now chat to each other (added chat interface) - players get an on screen chat message when a player disconnects or if they are disconnected from the server 200
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 07/10/2026I am so excited it is hard not to go on and on! 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 07/10/2026My milestones (minimum work) right now are - October: networking - November: editor - December: first campaign (drafted but working) In the midst of that though I'll do other things: draft a story, implement scripting language, make 3d model, design sounds, etc 100
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 07/10/2026October 6, 2026 (night) Just did one more change - selecting trees/rocks is now networked I want to share some plans so much because I'm excited, but I don't want to make walls of text. This month is going wonderfully and I look forward to sharing the progress 100
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 06/10/2026October 6, 2026 (may work more but got everything done I wanted to today already) - "chat" is now networked (just cheats/commands right now, need to add the actual interface to see other player chats) - cancelling buildings is now networked - destroying selected units no longer crashes the game 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 06/10/2026This will be interesting considering I'm now up at 5 in the morning, maybe a nap later, lol 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 06/10/2026Complain loudly about unenjoyable mechanics in early access games if you want changes. Don't just trust things will be updated that appear to obviously need change 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 06/10/2026The problem with saying "game is in early access" is things in early access seldom change There's a rule of thumb in webdev about how "we'll improve code after it goes to production" is naive and never happens. I think that's what happens in early access games. 210
Reposted by @ulfgarthebard.bsky.socialvanoreo @vanoreo.bsky.social · 04/10/2026protip if you never make yourself vulnerable or open to love you never get hurt. life hack. 1440648
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 06/10/2026I want to play games but I'm tired 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 05/10/2026I AM SO PUMPED ABOUT THIS, but I need to make myself stop so I don't work all night and then become useless tomorrow 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 05/10/2026Next steps are to get that unit selection abstraction handled, add networking to the "chat", and network cancelling building buildings Each of these are needed to line the simulation up properly I have plans after that but that's all for you folks for now 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 05/10/2026- added multiple map seed options to the lobby (previously just had a single option) - updated default launch scene to the new launch scene that processes command line arguments 100
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 05/10/2026October 5, 2026 - "functional" networking (there are various pieces to complete but unit commands are transmitted - need to add abstraction to unit selection so commands command the right units) - lobby menu has start game button 200
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 04/10/2026yeah I think that's enough of valheim 1.0 for me, the combat scaling design of this game is so infuriating 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 04/10/2026I'm ripping a bunch of CDs tonight. Yeah, I'm really cool 011
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 03/10/2026October 2, 2026 - Started setting up the actual game networking but had some trouble getting anywhere with it. - The editor now launches 3 instances of the game that auto create servers and join - A map doesn't start yet - I know how I want the game input processing to work with the networking 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 02/10/2026saying something is great but that it also sucks is the highest amount of praise one can give 010
Reposted by @ulfgarthebard.bsky.socialjenny tightpants @jtp.bsky.social · 02/10/2026my trick for this is knowing that all the stuff i like actually sucks at least a little bit 1754046
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 01/10/2026I was going to make a low level networking test that's a duplicate of the high level project, but really I'm just going to be adding a bunch of boilerplate to recreate the rpc calls that the high level apis give me Maybe it would be a good practice exercise but it's not necessary for me to do yet 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 01/10/2026I'm looking at the lower level apis right now, and you can access them directly even if I use the higher level apis for lobby setup. So I don't think I need to worry about that at all. Tomorrow I can just start getting things set up for the game and can move to low level as needed later 100
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 01/10/2026Forgot the alt text on that image "A screenshot of 3 windows of a prototype game to test Godot networking. Two windows show status for whether player 1 and player 2 are connected, as well as capsules that represent the players. The third window just has the buttons "start server" and "join server". 010
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 01/10/2026I may work some later tonight. I keep waking up late, and I need to spend more time on this. But, in the worst case scenario we'll hit the low level apis tomorrow, get some designing done, and that should wrap up the week nicely 100
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 01/10/2026October 1, 2026 - messed around with the godot high level networking features I set up a small project that just accepts clients, makes "players" they can move around, and that all syncs. I need to look at the low level apis and then start designing my codebase for the rts 210
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 01/10/2026I'm glad I decided to dedicate the whole day to getting a basic networking client/server thing set up in godot because this is taking me way longer than I thought it would. lol It should be easy but it's just not clicking today for some reason 000
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 30/09/2026There will be many milestones and months after this year. Like I said in the demo, everything is placeholder right now. A lot of the game behavior is "playable" and the quotes are really important there. There's a lot to do, and I'm expecting I will likely rewrite a few of these systems entirely 001
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 30/09/2026I don't have them in the milestones but the following list will also be done in those times, and I need to map them out - Story draft written - Game scripting language created and working (necessary for editor) - Unit/faction designs made, modeled, and textured (necessary for draft campaign) 100
ulfgarthebard.bsky.social @ulfgarthebard.bsky.social · 30/09/2026I didn't talk a lot about my milestones previously because I am trying to do one thing at a time. But the general ideas for the next few are - October - client/server networking - November - map editor - December - draft version of campaign 1 (this is the riskiest, may end up in January) 100