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A Simple August Update - Hi-Diddly-Ho, Pal-a-Rino!

8/27/2025

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At the end of the day, Ned Flanders is insane, and after kissing his bushy 'stache for so very long, I might be following him that ding-dang-diddly path.
You ever have one of those months that's a cucumber on the way in and a pickle on the way out? Those are often my favorite type of months for three reasons:

1. I hate pickles, which means I'll work harder to kill the pickle the next month.
2. Boredom is the number three killer of souls behind Desolate, The Immortal and horses.
3. Stagnating projects collect moss, and I don't have time to clean.

Coming into Rotundus August-us, it was coding time, baby. Coding this, coding that, turning mashed potatoes into a complex data matrix, and getting new hamsters for my energy generator just for fun. Much, much coding happened this month, don't get me wrong, but as far as what I consider "got done", we're still in cryo-sleep here in coding land. Splitting precious finger time across three demos at once is ambitious-to-the-point-of-being-dumb levels of boulder-pushing, so my sanity is begging me to breakdown what I consider done to sexier slices.
Simpsons Thesimpsons GIFfrom Simpsons GIFs
So, so, so, so, so progress was above so-so on all three. I don't think I've introduced the other two demos...and I won't now, but the horror one is currently in third place progress wise. Frankly, that's because it has the least to do in my opine-ion. Horror is so much in the subtle and staging that there really isn't much to do on the top layer of dev (ex: making UI, movement, general button functionality). When I spelunk on down to the next layers, I'll take great, anguishing pains in remembering I typed the phrase "really isn't much to do".

Project Cube is nearing the end of the second layer (ex: specific AI, checkpoints, inventory) and coming up to the visuals, animation, and level design which...ugh on those first two. Mixing unique with do-able is an insanely precise brew, and I haven't poisoned anyone in a while so I'mma nervous. JK, but seriously, art is not my favorite area. All the more reason to do it all quickly and without breathing like walking through the perfume department.

Writing snuck in with quite the wallop through August. Three scripts found their desperate, suffocating way over the finish line in various states of draft, and I couldn't be happier. I'd love to keep that pace rumbling (LOL) since every finished script pays off a sin I've committed in my life. The big boy I finished is a fiendish little horror script that has a wonderful hook at the center. I need to refine some main details on the next pass and work to make the locations a little more interesting. That one feels special, so I look forward to sharpening it for the next twenty years.

via GIPHY

The insanity part of this ramble is a bit of a bait; yes, I'm doing the same things day in and day out, but the variety of projects ahead are just inherently insulated against mundanity. I think my goal of three completed games is, was, and remains a farce...butttttt three demos is within reach and is a big-diddly-deal. Everything else on that timeline is complete, jabbering nonsense, perhaps proving that I should do something a little more interesting than a static timeline. Hm, something to toss on the idea pile for next year.

Because I was running out of ideas that take up exceeding amounts of time to implement....
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