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#devdiary — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #devdiary, aggregated by home.social.

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  1. A few days ago, I went back to continuing LSP plugin support for #MyStudio project.

    It is still archived. Its not revived yet but I am slowly opening up to the possibility.

    I have used Claude to find the bug that stopped the development fully 3 years ago. Claude read the code and pointed out what went wrong.

    Right now, with newly found enthusiasm, I created a new branch on top of public lsp branch and have managed to get comms working with rust-analyzer

    There’s still a lot of plumbing to do but its going good.

    #rustlang #lsp #opensource #devdiary #diary

  2. A few days ago, I went back to continuing LSP plugin support for #MyStudio project.

    It is still archived. Its not revived yet but I am slowly opening up to the possibility.

    I have used Claude to find the bug that stopped the development fully 3 years ago. Claude read the code and pointed out what went wrong.

    Right now, with newly found enthusiasm, I created a new branch on top of public lsp branch and have managed to get comms working with rust-analyzer

    There’s still a lot of plumbing to do but its going good.

    #rustlang #lsp #opensource #devdiary #diary

  3. Recently I've restarted my old work done for adding DLNA/UPnP to Videobox. So, once the app downloaded a torrent file it makes sense to make it available for streaming to other devices in the same network.

    The DLNA specification is _vast_, filled with XML, and there are even some SOAP calls in between. It is really a nightmare from early 2000’s.

    Right now Videobox doesn't support transcoding (which is CPU-heavy and would introduce a lot of external dependencies), so the device must be able to play the file as is. I'm testing it with Kodi and VLC and so far it works well, but I'm sure there will be some rough edges to smooth.

    My plan is to sneak it into the upcoming version 0.9 with no UI and as opt-in configuration flag so I can test it more during the following months.

    #DevDiary

  4. One sentence dev diary: when players keep instinctively choosing which spheres to visit and in what order, maybe the real design lesson is to stop correcting them and start listening.
    #BoardGameDesign #GameDesign #DevDiary

  5. The next version of Vienna 1814: Waltz of Nations is, above all, the result of honest feedback I got at Designer Camp three months ago.

    I cut three subsystems and a lot of small rules — still amazed how many "ifs" and "in cases" were hiding in there. Some I'll miss (outfits especially, which may return in another form). Others were just clutter around the core.

    This weekend I finished the rewrite: shorter and more focused.

    #BoardGameDesign #DevDiary #CongressOfVienna

  6. Over the next few days I am refining and updating the manual for Vienna 1814: Waltz of Nations. It is moving to Markdown – basically plain text – which feels fitting for a game about 1814: pages and pages of pure text, almost like 200 years ago. In a way. :)

    #BoardGameDesign #DevDiary #CongressOfVienna

  7. Over the next few days I am refining and updating the manual for Vienna 1814: Waltz of Nations. It is moving to Markdown – basically plain text – which feels fitting for a game about 1814: pages and pages of pure text, almost like 200 years ago. In a way. :)

    #BoardGameDesign #DevDiary #CongressOfVienna

  8. The last committee space in iteration 3.5 rewards completed political objectives rather than mere arrival — so being first matters far less than having done the work.

    This is part of a wider shift in the design: late-game drama should reward earlier investment, not earlier sprinting. Whether the balance lands well is what the next round of playtests is for.

    #BoardGameDesign #HistoricalGames #DevDiary #CongressOfVienna

  9. Small dev diary: while working out the committee track, I updated the intrigue cards so they now leverage the new action spaces in Vienna. The two systems are starting to talk to each other, which is exactly what I wanted. One step toward iteration 3.5.

    #BoardGameDesign #DevDiary #CongressOfVienna

  10. Servants with proxy letters have been in Vienna 1814 for a while — small, useful, and quietly liked by players. An aristocrat hands off a letter, a servant carries an action where they cannot go themselves.

    In iteration 3.5, the same mechanic now reaches the committee: a servant with a proxy can move the work forward by one step, opening a higher space the aristocrat may use later that turn.
    A small extension of something that already works.

    #BoardGameDesign #DevDiary #CongressOfVienna

  11. A small design question I am sitting with: on the locations of Vienna 1814, should action names stay, or should the icons speak for themselves?

    The thematic names ("Foster Relationships", "Spark a Scandal", "Spreading Rumours") give playtesters a hook — narrative context that helps the icons land. A more experienced designer suggested cutting all the fluff text. He may well be right.

    This is still a wireframe, and I am still arguing with myself.

    #BoardGameDesign #DevDiary #GameDesign

  12. A small but important shift on the committee track: each player carries a personal pool of cubes that grows across the game, one added per committee action.

    This means the system rewards long-term investment rather than a single decisive turn — and tilts the strategic question from "when do I act?" toward "when do I commit?"

    #BoardGameDesign #GameDesign #DevDiary

  13. One sentence dev diary: the committee track now has two layered tracks — a round ceiling that advances slowly, and a work-progress marker that pushes against it — so political reform feels less like a race and more like patient pressure.

    #BoardGameDesign #HistoricalGames #DevDiary

  14. The research infrastructure behind Vienna 1814: Waltz of Nations has entered its third generation.

    It started with a single spreadsheet. When that hit fifty sheets, it moved to a multi-file architecture. Now even that has been outgrown — everything lives in a properly connected research system.

    Not a productivity post. Each step happened because the game asked for it. The material is too entangled to live in flat files.

    #BoardGameDesign #HistoricalGames #DevDiary

  15. Player board update for Vienna 1814: Waltz of Nations, iteration 3.5.
    I am aiming for a wireframe direction: mostly black and white, no visuals beyond icons. Unicode and emoji icons have been replaced with monochromatic ones from game-icons.net. The character portraits stay, but toned down so they sit better with the rest, but I couldn't bring myself to remove them entirely.
    Strongly recommend game-icons.net for tabletop prototyping.
    #BoardGameDesign #HistoricalGames #CongressOfVienna #DevDiary

  16. Today I am also designing a new icon set for iteration 3.5 of Vienna 1814: Waltz of Nations.
    Until now the prototype used Unicode icons (📚 🏛️ 🦚 💰 ❤️ 🕵️ 🗺️ and more). They were quick to drop into the files, but their bright, inconsistent colours were actually working against readability — the eye kept chasing the icon instead of the information.
    Time for something quieter and more coherent.

    #BoardGameDesign #GameDesign #DevDiary

  17. A small confession: beyond designing a board game about the Congress of Vienna, I also have a day job. Mostly remote, but today I came into the new office. View from the 31st floor.

    I am not focused on the game today — though it never really leaves my head. And from up here, that forest reminds me of the Wienerwald (the Vienna Woods).

    #BoardGameDesign #DevDiary

  18. It's been a while since the last #devDiary but I've been slowly plugging away at a #procedural #terrain engine for Teskooano using #webGPU in #threeJS.
    #video

    You can play it here now (but it's still an early version - tanepiper.github.io/the-colony/)

  19. After a crazy few weeks, including a blizzard-extended February vacation week, it's time for another dev diary! Still nothing Lunar Chippy related yet though, so here's more games I played, including brief thoughts on Cities: Skylines 2.

    lunarchippy.games/2026/02/24/d

    #gamedev #indiegamedev #indiedev #devdiary

  20. I've been off of social media for like 2 weeks now, but I'm breaking that with a new dev diary. I'm heads down on Project OY, which is still unannounced, so instead written a little bit about the games I played in 2025. It ended up getting too big, so here's part 1: lunarchippy.games/2026/01/30/d

    #gamedev #indiedev #indiegamedev #devdiary

  21. It's been a while since I did a #devDiary but I've recently updated the #stars in Teskooano to use volumetric #raymarching and new effects like the Wolf-Rayet wind cloud #threeJS #webGL #simulation #gameEngine #gameDev

  22. Looking back on 2025... or at least, the gamedev related parts, not the dumpster fire that is everything else.
    lunarchippy.games/2025/12/31/d

    Iron Village is still on sale for 30% off if you haven't snagged it yet! store.steampowered.com/app/301

    And of course, there's a Patreon with more sneak previews: patreon.com/LunarChippy

    #IronVillage #indiegamedev #gamedev #indiedev #devdiary #citybuilder #townbuilder

  23. Another #video of the new Teskooano #star map - this time showing some UI for filtering the number of stars based on magnitude, and a search interface to travel between them - this is the first step in a fully procedural system generated, using systems based on real data #devDiary #gameDev #gameEngine #webGPU #ThreeJS

  24. It's been a while since I've done a #devDiary - I've not been doing many changes, but I have started on a new #webGPU-based rendering setup - first thing I've created is a 100% accurate #star map of the closest 1,276,082 - and yes - you can (sort of) travel between them! #gameDev #gameEngine #threejs #simulation #space #video

  25. Managed to get a weekly streak of these dev diaries going... it's #61! Looking at the timing of sales so far, plus an excessively cryptic teaser for Project OY.

    lunarchippy.games/2025/10/03/d

    #IronVillage #ProjectOY #gamedev #devdiary #indiegamedev #indiedev #steam