I've started to realize I need to build a lot more scaffolding than I expected for My Violet Summer, my femdom adult visual novel. I'm going to write these devlogs as a bit of accountability to get this project done.
Design Document by Gors. 05 Aug 2026.
Developing a game from start to finish, starting with the fundamentals.
A post-mortem of a quick & dirty project
If you found this: congratulations! This is outdated.
Thoughts about Game Dev, Linux, stuff I've watched recently, and VRC happenings.
V_DRIVE "manifesto" and initial design idea document v2
The information on my "licence"
Just a overview of the DOMAIINS horror experience game
i care a whole lot about user experience. it sometimes feels like that's all i think about when working on development. how can i make sure that a player feels like the game/menu interactions are intuitive and their goals are clear, while also using as little text as possible. video games are complicated... VERY complicated. and finding a way to achieve your grand creative vision for a huge amazing game is basically totally at odds with the act of simplifying things. but by refining your ideas, ...
An untapped avenue of finding hidden gems
Ludum Dare 59 retrospective
Choosing the right difficulty level shouldn't be a judgement on your self-worth
The first 2 engines
In the beginning...
Today, my writing is focused on my spaceship game, Thorium Nova. Over the last few days I've written several discussions about the behavior of ship systems. I'll link them here, for you to enjoy. Feel free to comment as well — anyone is welcome to share thoughts and opinions or ask questions.
업데이트: 25-12-17
I want Doom, but also I don't
A comprehensive guide for indie developers on how to get their games onto Steam, covering account setup, revenue, builds, store pages, and pricing.
In which I explain why setInterval() may not be reliable for per-second calculations in JavaScript, and offer a more accurate alternative using setTimeout() recursively.