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 worn generation ship became the setting for an automation game built around machine networks, repair detours, and a small playable Godot workshop.
A concrete three-part quilt layout, with aligned edges, consistent sashing, and a rotation to test.
A skyblock base grew from an unbuilt floor plan into automation, a cramped service layer, a room retrofit, and recurring power constraints.
A skyblock floor evolved from a 200-block concept into a centered 201×201 concrete plan, with a corrected hub and CSV material counts.
An expert Minecraft pack design moved from campaign decisions into a smaller development instance, with guide-first quests and concrete compatibility tests.
A one-task-at-a-time development workflow exposed gaps in task authority, then changed direction toward a reusable project template.
Separating reusable graph structure from Crushline recipes, consequences, rendering, and runtime evaluation.
A native space-strategy prototype where production choices, fleet movement, and a persistent information panel developed through explicit state and UI boundaries.
The Long Wake tried a Svelte command interface, achieved working drill-down panels, and then returned to a Godot desktop-workstation direction after repeated layout failures.
The M3 simulation panel became visible, then exposed a separate problem: its command editor could not be edited.
A generation-ship simulation built around fragile knowledge, followed by a long interface search from command board to a clearer Godot workstation.
How the no-asset game idea became a generation-ship simulation whose technology can be lost as well as recovered.
A Rust simulator for explicit authority, with capability and policy checks, atomic audit rules, replay experiments, and a concrete Stage 1A failure.
A local AI desktop concept developed around Linux identities, a trusted broker, staged outputs, and evidence that could actually support its security claims.
A Debian VM plan put activities, a command palette, plain-file state, and recovery at the center of a small Xorg/FVWM3 desktop experiment.
A horror-game design where the only view of a building is a floor plan that can lie, and sound supplies the missing physical world.
A survival-game design that moved toward restoring the land, assembling useful systems, and a deliberately smaller first-day slice.
A generation-ship side-scroller found its identity in close-quarters resistance, fragile shared infrastructure, and the etiquette of a civil war inside a sealed home.
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.
An Obsidian archive design that splits conversations into durable ideas and keeps productive drift visible.
A compact project-instruction platform explored exact manual edits, source fingerprints, validation gates, and self-contained project capsules.
A spreadsheet and web-app concept connecting transaction records to priorities, with a three-sheet starting point and a concrete review workflow.
A general decision framework became a game about balancing usable possibilities, with weighted priorities, signals, dials, and explicit prototype equations.
Five material directions for a dark Minecraft build, from ruined deepslate to swamp rot and deep-sea ruins.
A ready-to-print baseball scorecard request became a layout for lineups, innings, pitching, substitutions, and game notes.
A card-driven village concept with concrete resources, relationships, story templates, and an AI-generated Godot prototype structure.
The rib rub and chicken-and-waffles recipes, plus the paprika mix-up and the attempt to make printable kitchen notes.