Planning an Endless Sky interface modernization
An Outfitter prototype became a whole-game UI plan, with gameplay parity and separate layout and color references.
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Browse the notebook →An Outfitter prototype became a whole-game UI plan, with gameplay parity and separate layout and color references.
A node-based factory game built around competing production routes, useful waste, machine upgrades, and the freedom to build an inefficient line.
A survival-game design that moved toward restoring the land, assembling useful systems, and a deliberately smaller first-day slice.
A C++ game-system experiment made official records shape a city’s legal reality, with replay, conflicting authorities, and reversible public-memory decrees.
A C++ fictional-history engine separating hidden causes, unreliable evidence, and changing interpretations, developed through narrow, auditable implementation slices.
A single-file C/SDL2 draft models one hundred moving agents with position, velocity, and simple boundary bounces.