#devlog

Doing this as a form of personal accountability - posting about the game I'm making into the void of the internet and telling myself that someone out there is reading this and judging me if I don't make substantial progress on a weekly basis!

Hooray!


So.

So far it's been a few months of development based on some random ideas that I've had. Lots of futzing around with Unity and learning about what I should and shouldn't do in a trial and error way. I had the basic gist of a game idea coming along: Turning FFXIV raids into a single player experience while still maintaining something that needs multiple people to resolve specific mechanics without death.

However.

I've gotten a bit tired of implementing something, tearing it down, and then implementing something else.

There's definitely a precarious line to balance between designing too much ahead of time and spending time on prototyping, but lately I've leaned far too much towards the latter. Now that I have more of a solid idea of what I want to do and some tangible experience with Unity, I think it's well worth the time to actually do some form of a design document. Unfortunately there's not much interesting to actually show there, and I'm still not done with it, so this post ends on a bit of a boring note, but at least it exists.



I love Dear ImGui. I use it every day and it's probably the most important contribution to independent development in the last decade. So when it came time to start thinking about making in-game UI, why not just create a similar immediate-mode system so that I can just make all my EGA RPG text and buttons and interactions work with literally the same API I use for my tools.

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pixel art portrait of umbra, a b&w red panda cat adjacent character with gold eyes. she's makin a :3 face
a small, sprite-sized animation of umbra, who bounces a bit & wiggles her tail. she's ready!!

(it's not a pokemon, it's umbra...)

did you know she's also a character in this game? well, now you do

pixels are big wip but i'm trying to establish a "style"... as someone who doesn't really do art full time this is a challenge!! but i'm using project astray as a means to sort of push myself, so everything i do for the game is growth in some way. maybe these pixels will change! that's ok. because i'm learning!! and that's cool, i think



I've had the core ID management functionality implemented for a while now, but there has been a lot of polish & refinement going on since then! Probably the coolest feature has been integrating the keyring crate, so that the password for any identity or login is automatically stored. This should remove one of the biggest paper-cuts in communicating with remotes, and hopefully remote management can be expanded upon in the future (I'll probably write another post talking about what's next).

Other noteworthy changes:

  • Tests have been refactored (again), and are much cleaner & more expressive
  • The command-line interface has been re-structured and now makes more sense when running pijul identity help (more work to be done)
  • An alias has been added from pijul key to pijul identity so users following out-of-date advice (eg running pijul key generate) will get a more descriptive error
  • A few corner cases found by the new tests have been fixed
  • You can now run with --read-password to read passwords from standard input
  • You can run with --no-link to override automatic identity proving

There are a few more tweaks to be made, but most of the refactoring work has been done and it shouldn't be too difficult to finish up. Then with any luck the changes will be upstreamed!