3 - throwing out the christmas wrapping

christmas is over and will be missed. the last few weeks changes have been pretty big as i’ve already found myself in techdebt. the way that projectiles are made, the raycasts they use, and the reflection between zones for trajectory calculation were all a bit overcomplicated, and last week i tried to add buildings and it all went wrong. i wanted to make the enemy more complicated. a game mechanic i want to include is visible destruction of the enemy for player feedback, as well as “important” points within an enemy,to encourage the player to aim for one bit of an enemy over another. ...

January 19, 2026

2 - quality of life and balance of projectiles

this week was the last week i’m working this year, i may tinker here and there but generally its time off. the week was split between finishing off the ammo intake system i started last week, and adding some much needed ux to the factory side of the game ammo intake woes there was a lot of iteration on the ammo intake system, and while a lot of it was a success (modular ammo works now), it turns out aerodynamics and drag are complicated. ...

December 12, 2025

1 - welders, fusion, and composed munitions

This is the start of a blog on a little game i’m making. the idea of this is to track what i’ve added and my thoughts, similar to factorio’s FFF this week has been pretty productive. its early so theres tons to do with a lot in flux. on the factory side the factory side with walls and some spawners added walls around levels, and added a core piece: the welder. ...

December 5, 2025