Category: Uncategorized

  • Dev Entry 02: // Big Swap to Godot

    So, if you’ve been following the madness that is my attempt at building a game, you’ll know I started out determined to do the whole thing in raw HTML5 and JavaScript. I was convinced I could build a working game just using the Canvas API.

    I was wrong. I was very, very wrong. But learned so much!

    HTML is great for a lot of things. If you want to make a website or a simple little puzzle game, you’re sorted. But I was trying to build something with a bit of depth, specifically with state management, but as soon as I tried doing anything outside of direct interaction, it got difficult and to reliant on the user which isn’t efficient.

    I spent weeks just trying to get an asset to not jitter when the game would load, or not bork the entire log on experience because a core feature had a slight error. I was looking at thousands of lines of spaghetti code thinking trying to segment the then 13,000 line HTML file into modular JS scripts.

    I felt like I was trying to build a house with nothing but a spoon. You could do it, technically, but you’d lose the will to live halfway through the foundation.

    Take it to the past few days.

    I wanted to add features HTML “can” but not adequately support. Game saves, dynamic animations, and possible 3D inclusion were things I wanted to add but HTML always felt that although it’s possible, it was incredibly janky!

    So I looked at the obvious, and decided to use a Game Engine. I had used many throughout the year to mess around with and learn, the first being the NetImmerse engine all the way back in 2003 when I was a die-hard Morrowind player. But more recently I had been looking at the GODOT engine,

    Godot Interface

    Godot is a Game Engine. A piece of software that handles all the heavy-lifting like maths, physics, rendering graphics – so you can focus on making or designing the level and systems. It’s also free (like free beer) and is open source with a passionate community behind it. You own what you make.

    The first thing that I found incredibly more efficient is the Node system. Instead of having one massive script file, everything is broken down into these tidy little scenes. You have a scene for your email system, a scene for the notifications, even a scene for the basic window system you see for image and 3D attachments. You just slot them together like Lego.

    And the scripting language is called GDScript. If you’ve ever used Python, you’ll be comfortable. It’s readable, with little if ever any need to have curly brackets everywhere or semicolons waiting to trip you up. You just write what you want the thing to do, and it does it.

    I rewrote an email mechanic that took me over a week with HTML and JavaScript but only about a single day in Godot. A day! I nearly cried.

    So anyway I’ve currently the email and files system completed alongside some creative decisions. Now I’m focusing on the evidence board concept.

  • Log Entry: 03 // Too Tired To Think

    Log Entry: 03 // Too Tired To Think

    Period: 9 Jan 2025 – 15 Jan 2026

    Contact Sheet: 2026_03

    It’s been a bit of a strange week, to be honest. I’m currently in that mid-thirties limbo of waiting to hear back on different things, and too tired to seek them out. I took a bit of a leap on a possible new opportunity, nothing of particular interest, just something to keep afloat for the later part of this year… Now I’m just in that restless period of keeping on top of tasks, checking the phone and trying to stay productive while I wait for the date to approach.

    To keep myself from falling into a blight of stress, I’ve gotten back into writing code for the fun of it. I’m messing around with the idea of investigation game, a bit like Her Story but purely text-driven. It’s set around the early 2010s and follows a crowd called the Department of Abstract Paraphysics & Applied Unmanifested Effects (DAPAUE). I’m keeping the details quiet for now, but it’s been good to just build something without the usual pressure.

    Work in progress of the DAPAUE GUI working in a browser

    I also went to the cinema with my sister to see 28 Years Later: Bone Temple the other night. It was intense and I loved it as a sequel, touching on everything I love about the 28 franchise, and takes it to the next level!

    It also gave me a few ideas for the game, mostly about how countries could just be abandoned or forgotten. I’ve been thinking about this concept where entire places just drop out of the collective memory, where so much time passes that only a few niche historians even find the events interesting, while everyone else has just moved on and couldn’t care less.

    That ties in a bit with the research I’ve been doing on technologies for social output. I’ve actually got some academic collaborations coming up on that front, so it’s busy enough. It’s a bit of a gear-shift moving between the academic side of things and just messing with code for the crack, but it keeps things interesting.

    Finally, I’m turning 38 next month as well. It’s a bit of a milestone, I suppose, especially with the precarious employment situation and the research projects all coming to a head at the same time, and I’ll just ignore the community work right now too!. It’s just one of those months where everything feels like it’s in transition but needs rectification immediately.

    We’ll see how the leap pays off.