Update
author |
Steve Losh <steve@stevelosh.com> |
date |
Tue, 21 Mar 2017 12:12:40 +0000 |
parents |
63b547d46b96 |
children |
9bd13661998c |
[TOC]
[bearlibterminal]: https://bitbucket.org/cfyzium/bearlibterminal
[chancery]: https://bitbucket.org/sjl/chancery/
[cl-blt]: https://sjl.bitbucket.io/cl-blt/
[cl-ggp]: https://sjl.bitbucket.io/cl-ggp/
[cl-losh]: https://bitbucket.org/sjl/cl-losh/
[cl-nrepl]: https://bitbucket.org/sjl/cl-nrepl/
[cl-pcg]: https://sjl.bitbucket.io/cl-pcg/
[clojure-lanterna]: https://github.com/MultiMUD/clojure-lanterna/
[dieharder]: https://www.phy.duke.edu/~rgb/General/dieharder.php
[ELS]: http://www.european-lisp-symposium.org/editions/2017/
[euler]: https://projecteuler.net/
[gmtk]: https://www.youtube.com/user/McBacon1337
[local-time]: https://common-lisp.net/project/local-time/
[pandabt]: http://www.pandabehaviour.com/
[PCG]: http://www.pcg-random.org/
[qud-ds]: https://www.twitch.tv/ptychomancer
[sand]: https://bitbucket.org/sjl/sand/
[scully]: https://bitbucket.org/sjl/scully/
[surreal numbers]: http://www.amazon.com/dp/0201038129/?tag=stelos-20
[temperance]: https://bitbucket.org/sjl/temperance/
# January 2017
## 2017-01-26
* Rebooting this `.plan` after a long absence. It's a new year!
* Wrote a first draft of my proposal for a talk at [ELS][] 2017.
* Made a little prototype [name generator](https://github.com/sjl/sand/blob/master/src/names.lisp)
based on some ideas from last week's [Caves of Qud dev stream][qud-ds].
## 2017-01-27
* Polished up my ELS paper.
## 2017-01-28
## 2017-01-29
* Finished and submitted the ELS paper.
* Worked a bit more on a platformer game assignment for a class. I hate
graphics/shader programming so much.
* Added a few docs to [cl-ggp][]. Still got a bit more to write.
## 2017-01-30
* Handed off maintainership of [clojure-lanterna][].
* More platformer work. Finally got the fucking sprite pack working. I hate
things with no documentation.
## 2017-01-31
* Got nerd-sniped and ended up implementing [PCG][] in Common Lisp.
# February 2017
## 2017-02-01
* Started working on a constrained game with my team for AGDD.
## 2017-02-02
* Added a bit of juice to the constrained game.
* Finally sorted out the AI/animation bullshit for my minimal game. Assets
without docs are the worst.
## 2017-02-05
* More juice to the constrained game. Been doing non-computer stuff lately.
## 2017-02-06
* Implemented a little easing API in my [sandbox][sand] repo.
* Made the pluralization rules in [Chancery][] slightly less awful. I should
just sit down and fix it right some day.
## 2017-02-07
* Chatted with my advisor a bit and solidified my plans for the home stretch of
[Scully][].
* Made a little Lisp wrapper for [bearlibterminal][]. Learned more about SBCL's
floating-point traps than I wanted to.
## 2017-02-08
* Worked more on our constrained game with my team. Got something almost
game-like now!
## 2017-02-09
* More constrained game work. It's an actual game now. Fun.
* Changed all the `#:foo` uninterned symbols in [Temperance][] to regular `:foo`
keywords. Memory is cheap.
## 2017-02-10
* Finished the docs and pushed the 1.0.0 release of [cl-ggp][]. I still need to
submit it to Quicklisp, but I need to submit [Temperance][] first.
* Dusted off my old [Project Euler][euler] repo and did another problem.
* Dumped initial commits of [cl-pcg][] and [cl-blt][] to the internet in case my
laptop catches fire. Still lots of work left to do on those.
## 2017-02-11
* Added basic level generation and scrolling to my AGDD minimal game. Also
sound.
* Fleshed out [cl-blt][] a tiny bit more. Ported a little terrain gen demo over
to it. It seems promising.
* Wrote a little harness for [cl-pcg][] to test it with [dieharder][].
## 2017-02-12
* Did another [Project Euler][euler] problem over breakfast, and a couple more
after that. The early ones are simple to just brute-force.
* More work on the constrained game.
## 2017-02-13
* More [Project Euler][euler]. Math is fun.
* Fixed up the universe-based matching in Scully. I'll need it soon for the
percept matching.
## 2017-02-16
* More [Project Euler][euler], this time I had an excuse to poke at
[local-time][].
## 2017-02-17
* More tiny [Project Euler][euler] problems.
* Finally got the percept filtering in [Scully][] all figured out.
* Cleaned up [Temperance][] and start writing docstrings. One more "Finishing
Friday" and it should be ready for an initial release. Not perfect, but good
enough for now.
## 2017-02-20
* More [Project Euler][euler].
* Poked a bit more at my minimal game. It's gonna be *very* minimal.
## 2017-02-21
* Finished the damn minimal game.
* Another [Project Euler][euler] problem.
## 2017-02-24
* Chatted with my advisor and did more work on [Scully][]. The home stretch is
in sight!
* Tipsy [Project Euler][euler].
## 2017-02-25
* More [Project Euler][euler].
* Watched the first part of the Merry Fragmas 3.0 Unity session. Multiplayer
FPS in Unity looks to be not too bad.
* Cleaned up the internal API in [Scully][] a bit.
## 2017-02-26
* More [Project Euler][euler].
* Watched the second part of the Merry Fragmas 3.0 Unity session.
## 2017-02-28
* More [Project Euler][euler]. Problem 51 was painfully underspecified, but
I finally got the stupid thing.
* Watched the last part of the Merry Fragmas 3.0 Unity session.
# March 2017
## 2017-03-01
* Started poking at a prototype game my teammate made.
* Added a janky priority queue to [cl-losh][].
## 2017-03-02
* Finished the stupid [Project Euler][] poker problem. This isn't math.
## 2017-03-03
* More [Project Euler][euler].
* Started documenting [Chancery][].
* Started working through [Surreal Numbers][]. I'm going to try to code each
chapter up after I read it, to make sure I understand everything. So far I'm
done with chapter 2.
## 2017-03-04
* More [Project Euler][euler].
* Poked around at [PandaBT][]. Behavior trees are really weird.
* Watched [Why is Gone Home a Game?](http://www.gdcvault.com/play/1020376/Why-Is-Gone-Home-a).
* Read chapter 3 of [Surreal Numbers][]. Not much to code for this one,
I think.
## 2017-03-05
* Worked on our game with my team.
## 2017-03-06
* Watched [Math for Game Programmers: Building a Better
Jump](https://www.youtube.com/watch?v=hG9SzQxaCm8) over breakfast. I really
like the idea of deriving the gravity and initial velocity constants from jump
height/distance targets. I'll have to try that the next time I make
a platformer.
* Implemented a bunch of simple (but necessary) API functions in [Scully][].
## 2017-03-08
* Passed maintainership of [rerun](https://github.com/mandarg/rerun) over to
[@mandarg](https://github.com/mandarg/).
## 2017-03-14
* Did the final bit of plumbing to make [Scully][] actually play games with the
game server. It works!
* Added `LICENSE.markdown` files to all my projects. Annoying, but if it staves
off the people complaining for a while it's worth the extra wasted bytes.
* Chatted with my advisor about the next step for fixing the combinatorial rule
tree explosions in Scully.
* Added a restart to [cl-nrepl][] to let me specify a new port to use more
easily, if the default one is already in use. Common Lisp's condition system
is really powerful but also really obtuse, and I don't seem to use it often
enough to really get it into my stupid brain.
* Added a couple of docstrings to [cl-pcg][]. Still not sure about the API
layout... I think I need to try it in a real game to see how it feels.
## 2017-03-15
* Did a bunch of stuff on my team's game. I really need to dig into the Unity
networking documentation...
## 2017-03-16
* Whipped up some docs for [cl-pcg][]. I think I'll just call it released in
the next day or two and see where it goes from there.
## 2017-03-17
* Watched a big chunk more of the Unity course. I've made a bunch in Unity
already but it's good to follow along with a class and fill in all the gaps in
my self-learned knowledge.
## 2017-03-20
* Added a test harness to [cl-pcg][]. Need to write a couple of simple tests.
* Worked on the game a bit more with my team at the end of class.
## 2017-03-21
* Watched "5 Bits of Good Game Design from 2015" [GMTK][] video. I especially
like the bits about downtime in games and about giving players a reason *not*
to do something (like saving or killing every enemy).