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  My Tunnel Adventure 10:47 AM -- Tue August 18, 2026  

So I have gotten to play a little TT! I'm still not going past floor 1 because the general fighting mechanics still aren't there all the way, but as I work and test, I have leveled up and collected some new skills. I thought I'd share the stuff I'm excited about with you, the secret insider gang, because let's face it, the general public is never going to see this stuff, so hey, secret insider tips from Nintendo Power!

First off, the class you start with is surprisingly enough the Woodsman, which is a hybrid melee/nature magic class. How does it enforce that? Well, classes have a primary skill tree (Nature Magic), a secondary skill tree (Melee), usually 2 unavailable skill trees (Death and Arcane Magic), a starting skill (Lifeberries), a primary talent (Chopping), a secondary talent (Green Thumb), and a special power which is designed to encourage the intended playstyle. Woodsman's power is "Melee hits grant +10% Nature Power (up to 100%) for 10s, and Nature casts restore Stamina equal to their Magic cost". So you can see how it encourages you to mix melee and nature.

Notes: Your starting skill is provided when you start the game, so you don't have to start out just chopping with no skills. Your primary skill tree grants +2 to all its skills (so your starting skill starts at 2). Your secondary skill tree grants +1 to all its skills. You start with your primary talent at level 2, and your secondary talent at level 1. Also, when you find Skill Scrolls, every other scroll you find will be a primary skill (until you have them all!), and every other other scroll has 50% chance to be either secondary, or completely random. So you tend to find the things that will help you go toward the class fantasy, but there are some surprises you might consider.

So, with that said, my Woodsman adventure of course began with Lifeberries, since you start with it. LL2 has a very unforgiving beginning so I thought having the starting skill be a heal could be very nice. Definitely won't make this the strongest class, but the most survivable early-game which is a good thing for your first run. I have tweaked Lifeberries quite a bit (I intend to make major changes to everything!): the berries no longer heal you instantly. Instead, you swallow them and they sit in your stomach for up to 30s before being digested. As long as you have berries in your stomach, once per second, you will digest one if needed to heal a smallish amount. So they store their healing up for future damage like a protective shield (of course you can only have a few in your stomach). And yes, they still do that for enemies too so you might not want to cast them mid-battle. Another thing I like about them, which is not new, is how they synergize with summon builds. Your minions can eat berries too! Lifeberry bushes also spew out a lot more berries than they used to, part of a general smoothing of the game to make it feel nicer.

When I am setting up each skill, I also implement the item powers which relate to that skill (the random magic properties you can find on items). For every skill, that of course includes +X points to the skill, but then there are fun ones. For Lifeberries, the most important one is "lifeberries are now poisonous to enemies" - suddenly it's very useful in combat instead of only usable outside of it! Then there's "lifeberries restore X magic but don't heal anymore" which completely changes their purpose (you can turn yourself into a magic-slinging turret by surrounding yourself with bushes that fuel your spells!). Then a few generic buffs: bushes stick around longer, berries have a chance to not be digested when you digest them (you get it! It makes sense!). Then finally there are 2 very interesting ones: Lifeberries pop out of poisoned enemies every so often (bad idea if you don't have poisonous lifeberries...), and the real game-changer which may or may not be useful, "Casting lifeberries grows 3-7 bushes all in a row (but they have the combined berry output of a single bush)" so you can make barriers out of the bushes to trap enemies in place. Complete change of purpose really, and possibly game-breaking in the right tunnel layout against enemies that don't shoot. So yeah, lots of crazy possibilities. I don't know if I can always make so many interesting tweaks to every skill, but this is the first one, so options galore!

Making skills and skill modifiers is my whole brain's purpose, so this is where I am happiest. It's just so fun how I can make a little modifier in about 10 minutes and then see it in action right away. The design problem of coming up with skills and modifiers that interact well with each other in terms of creating cool builds and innovative possibilities is really my jam. My sweet raspberry jam. When I realized that lifeberry bushes block enemies and that you could use that as a tool if they weren't randomly placed, it just sparked my brain. I'm trying really hard with this game to make a great toolset for players to go nuts and theorycraft possibilities. Lifeberries is never going to be your main attack, but I sure want it to have interesting possibilities as a support to whatever else you're doing.

I have already received my second primary skill (I ignored the off-class skill I got for now, I forget what it even was - wait I checked, it was Cryozoid), and it's a completely new skill to the game, which I will be sure to share in my next adventure blog! Spoiler:
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  Tilesets 10:13 AM -- Wed August 12, 2026  

Still I am puttering away in the dark, trying to get the game back to where it was nice and functional before I cranked up the resolution. But there's lots of other little bits. And I've also been making some lovely songs for Broken Build Simulator. And mostly mostly I've been... I don't even know. Not working on games, that's for sure. Oh, one major major thing is about 8 hours a day of Grim Dawn. I don't know, I just got re-obsessed with this game I haven't played in 5 years when I tried it out with the new expansion! Which is funny because I have not touched one bit of the expansion, except for the new class, but I'm mostly playing old classes. I think the spell is mostly broken now that I've created every possible combination of characters, but you know, it beats work! Anyway, I've been alternately stressing about being unproductive and declaring that I'm retired and I only have to work if I want to. I'm a mess.

So, the thing that has occupied a large chunk of that time was a whole new invention! This game strays ever further from its Lunatic roots. There is a new layer to the map now, called the TileSet, which indeed doesn't sound super new, but it is. You can imagine it's what terrain is there, as opposed to what specific tile is in that spot (like "this is grey rock terrain, with specifically a big old rock"). You can still sit tiles on top of it, but you no longer have to. Most spaces only have terrain. I learned about something called a Dual Grid System which makes making tiles way easier, at the expense of nearly breaking my brain implementing it. The 'tileset' layer is actually offset by half a tile from the other tiles which creates all kinds of insanity. But once the insanity is done:

It means I can create new tile types so easily! I only need 15 transitions instead of 40some. Of course that screenshot doesn't show new tiles. The only new tiles I made were a transition from snow to dirt, and you can only see that outdoors. There is something new in the screenshot as you've probably noticed - Rolling Stones! The new beginner enemies. But the big news is that this is in fact a cleaned-up dungeon, which was all blocky before. I've been thinking hard on making the walls be 2 tiles high too. I think they'd look really cool. There's a little issue of visibility behind them, but not sure how much. I'm not rushing to do that though, I'd like to get other stuff done first, especially since it would require new art - the existing wall tiles wouldn't stack up correctly.

The main thing is I want to get back to the point where I have a normal, working, game so I can play it and add new stuff as I go! That was fun. It's pretty close to that point with some really annoying bugs in the way.
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  Tunnelin' 05:34 PM -- Mon July 20, 2026  

Hey my peeps. I'm still hacking away at major systemic changes in Titan Tunnels, battling the wreckage of changing the resolution as well as a total gear system overhaul. It's getting pretty cool.

In Loonyland 2, the melee and throwing skills were mostly simple passives (like Homing, which just made your axes home in, or Axe Mastery which just made melee attacks faster and cheaper). So I've worked on a complete revamp of those skills so that almost every skill in the game is now something juicy and meaningful. Not that they're implemented, but the descriptions sound exciting!

I also made a new enemy you'll have to imagine. It's fun that I can do that these days! Things are really shaping up in this game in a cool way. I don't know, that's all I can tell you today. I'm mentally adrift, a malady which plagues me often. Happy monday to all!
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  Honey I Shrunk The Tunnels 11:39 AM -- Thu June 25, 2026  

So for those who have not been spying on the discord (which is where you should be at all times - the link is on our About page), Titan Tunnels has had a major renaissance recently, which has resulted in a lot of focused effort to clean up. I have been regretfully ignoring Broken Build Simulator for several weeks as I focused on getting this to a more stable place. But anyway, the upgrade is that this is the first Lunatic Engine game to be in a higher resolution! It's 1280x720 instead of 640x480 now, and that makes for so much new fun.


(With so much resolution I actually have to thumbnail the images, click for bigger!)

Of course, the environment is still totally unpolished, and fully lit despite being a cave, and the weird red pillar is temp art for stairs leading up. But the HUD is cool looking! And things aren't too small onscreen, I think they just have enhanced cuteness. So I've been sort of diving into different menus and elements to make them make sense in the new resolution. Here's where the skill screen is currently:


Of course my character only has 3 skill trees at this point. When you have all 8, it fills the whole screen with a nice grid of icons (there are 10 trees total, but I don't think any class will have access to all of them. It does look fine with 10 though). There's also something going on with that little socket in the skill bar, but that's a tale for another day. I'm just having fun throwing in all my ideas and exploring.

What that means is that the game is in a very rough state. It's a combination of building out all the basic features, but at the same time having to cut away the old stuff from LL2 (but not all of it, of course!) so nothing is very clean as brand new tech collides against 20 year old code and entire vestigial features that I can't quite delete yet, and some of which I can't delete at all because it's still part of the game. It gets really tricky with things that are kept in lists, and I'd love to organize the lists better and delete some old stuff and new stuff... but every time I do that, it completely trashes my saved games because those are saved lists. So there's just a lot of clunky weirdness that has to stay inside my brain at all times. It's fun though!
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  Long Break By Me 12:13 PM -- Mon June 8, 2026  

Boy. I had to take a trip for a few days, which of course led to being sick for... a week and a half. I am just now recovering my physical capacity to function. I hate leaving my house. But anyway, not much has happened, but here's a new feature I've been working on in Titan Tunnels:


You might say, "whoa whoa, Ham, why is a level 1 enemy shooting a massive stream of bullets? That seems hard!" You might also say "that environment is really blocky and lame". That part's because I haven't implemented the tile cleanup from the auto-map generation yet. Low priority - functional is better than pretty. But the stream of bullets does seem dangerous. It's not as bad as it seems, as it is initially aimed at you (to the nearest 45 degrees) but stays aimed that direction for its whole duration. So it's more of an area denial than an attack. Although if you do end up caught in the middle of it, you are pretty much dead as it shoves you into a wall and pins you there.

Do you see the interesting yellow bar on the enemy life meter? It's my own invention and I think it's completely original! You know how many games give enemies a 'stun meter' or a 'poise meter'? It's a secondary health bar, and if you deplete it, typically the enemy will collapse to the ground allowing you to beat on them viciously for a few seconds (or do a huge super execution move, that's always fun) before it refills and they get back into action. I enjoy those, but wanted to do something a little different, so this is an Ability Meter. Some enemies (definitely not all, mostly the big tough ones) have an Ability Meter, which is shorter than their life bar. Doing damage to them damages both meters equally (though some skills will do extra damage to the ability meter, or erase it immediately). When you empty the Ability Meter, the enemy is indeed stunned, but only for a brief moment. That's just there to make the moment more notable, and in case they were currently using their ability, to cut it off. Because once you break their ability meter, they lose their special ability for good! The obvious example of a special ability here is the Mechie Mouse's machine gun.

The idea is that we're adding a little layer of strategy to the game. Enemies with their special abilities intact are quite dangerous, but it's not very hard to disarm the ability (this screenshot shows a 50% length ability meter, but that was just testing. The actual meter for Mechie Mouse will be something like 10%, so you whack them twice to disable it, if you can get past the storm of bullets). So instead of just attacking the pack willy-nilly, you need to go after disabling the mean ones first, to make it easier. I think that's a little more interesting than a basic stun meter, and I also like the tradition of knocking out an enemy's attack (like the classic way you can blow up the turrets on a big battleship in shooting games).

As I said, some skills will do extra ability damage, and the most notable of these is the Rogue skill Murdalize. Because this game is very much not designed for stealth mechanics, it's a little tricky to shoehorn in a stealth play style. If you stealth your way up to a crowd of enemies, and backstab one, it doesn't matter much because there are like 12 of them. So this is a way to give Murdalize some extra functionality without having to make it extremely lethal (if it can instakill the toughest enemies, which is what would make it useful, then it's overpowered!): it instantly erases the enemy's ability bar. So you can pick a target in the crowd that has an ability you fear, and make sure you don't have to face that ability, resulting in a unique gameplay feel that hopefully is fun! All of this is hopefully fun, I'm making a video game.

Also of tiny note in this picture is the teeny tiny shield next to Mechie's life meter. It visually displays how much armor an enemy has, and some skills can break armor, which would turn that shield black. I'm enjoying having lots of icons and bars on the enemy meter. I have toyed with the idea of having breakpoints in their life meters (generally for bosses, but maybe for some Tough Guys too), just a line on the life meter where something will happen. Could be a refill of their ability meter, speaking of that new concept, or maybe they refill any broken armor, or maybe they transform into a monstrous phase 2 mode. Who knows, just something fun. I might do that, but it's another low priority idea. The other thing that does definitely show on life meters is icons to the left of the meter to show any buffs or debuffs, in classic RPG style. That is implemented, but I believe I have yet to implement any buffs or debuffs, so nothing to show there. I'm also thinking of showing poison on life meters, like some other ARPGs do, where the amount of life the poison is going to remove is marked off on the meter. It's nice to know when you've done enough and can walk away and leave them to funeral planning.
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  Longview by Green Day 02:02 PM -- Thu May 7, 2026  

[Strap in, this one is a MONSTER]

...Is the song I thought of today and realized I should've listened to yesterday, when I was holding my first ever Hamumu Longview Summit (since summits are the very top point of a triangle, there was only room for me at the summit). That is something that's just like it sounds: a 10,000 foot view over my business and where it's going, planning for the future. Probably something I should do more than one time per lifetime. Writing this absolutely novel-length blog post is actually part of the mental process as well.

About a year ago (I know because I did an unofficial longview summit at the time, which data I copied into my document this time for reference!), I was feeling old. And I distinctly remember experiencing this with Stephen King, 26 years ago. He was getting old (he is now REALLY old), also getting hit by large motor vehicles, and as someone whose bookshelves look like this:


I was rightfully (and selfishly) concerned with his potential demise. And yes, even the typewriter and the potted plants are Lego. And you can just barely see my Mortal Kombat arcade cabinet on the far left, along with a PVC pipe I should probably put in the garage. But that's not the point!

I think the uplifting part of this story is that about 1/3 of that shelf is stuff he's written since that point, but my concern here, if you didn't catch on, is that I am getting very old. I am much slower and less effective at building games than I was 20 years ago, and I feel it bigtime. Even when my brain is fully in it, my back can only handle so many hours focused in (unless I play video games, that's no problem!). So for the first time, I am thinking about all of this in a terminal way. At some point, I end, and at some point before that, fingers crossed, my career ends. So the point of the summit is to figure out what it is I want most to accomplish before that point.

I don't think I have the answers, but I think it's a good thing to address on occasion, rather than just blindly stumbling forward with whatever idea hits me at the moment. I made a colorful timeline chart, I guess the cool gamedevs call it a roadmap, but I was only able to fill it out to 2030 before it was too hazy to consider adding any more. I'm not gonna share the roadmap because it contains things that aren't public (because I don't trust they will happen yet), but I will tell you the stuff I am focused on (and the dates I overly optimistically put on them):
  • (Soon(tm)) Loonyland 2 steam release. No major new features, just clean it up, modernize controls, and make the achievements more fair.

  • (end of 2026) Broken Build Simulator. I'm putting a hard limit on this, as hard as I can, because I need to be DONE WITH IT. It has been 90% gameplay complete for years and just struggling. It is a very fun game, but boy is it weird. So pushing myself to wrap this up is a big goal.

  • (Q1 2027) Sleepless Hollow steam release. I don't think there's much to change with this one, just fix up the controls. Could make the puzzles less impossible, but how would that be Sleepless Hollow?

  • (mid-2027) Titan Tunnels is coming, which is the 'major new features' version of LL2. In fact, it's SO different, it's absolutely a whole new game. It's as much a modification of LL2 as Sleepless Hollow is a modification of Dr. Lunatic. I guess more so, since at least those two star the same main character!

  • (a hazy early 2029 release) Loonyland 3: Diwali Desert. This game has been designed to varying degrees many times over, with some things carrying through since the beginning. It has always carried on the super secret HUGE plotline of Loonyland though, which nobody has guessed, to my surprise. I have it earmarked for a full 2 years of development, come on, we can do that right?

  • (after that maybe) Kid Mystic 2. Another game I have redesigned a dozen times. Some version of it is #2 on my dream list after LL3.
I mentioned my dream list there. That was what I came up with last year, and tweaked this year - what are the top 10 ideas I want to get done before I die? I don't have like a super strong need there, there's nothing screaming to get out. It's just more which ideas are pulling me the most, and keep coming up in my head. With the freedom to change at any time. Mainly just there so I don't forget something that would be really cool (although if I forget it, it must not really be calling me, right?). I guess I can share my current Dream List with you:
  1. Loonyland 3
  2. Kid Mystic 2
  3. Altaholika
  4. Adventures of Bouapha 2
  5. Drawbridge
  6. Pedro Fu
  7. Scuba Jim
  8. Best Laid Plans
  9. Warsoul
  10. Moon Invaders 2
You won't recognize all those names, and that's okay by me! If you dig through all 23 years of journal entries on here, you'd find most of them, possibly all, mentioned at some point with a detail or two (Pedro Fu and Scuba Jim already exist, I want to release them in a new format with some updates. I love those games, and all my Boys' Life games!). I will say that Titan Tunnels has rapidly morphed into something close to Altaholika, so I think that will complete that one for me.

Back to the timeline, the thing with LL3 is that I have reconnected with the old-school pre-rendered 3D thing and I'm ready to crank out some stuff like that. Much as LL1 was Zelda, and LL2 was Diablo II, LL3 was originally designed to be Borderlands. I think that is still roughly the idea, but I thought about it a lot as a third-person shooter, and now I definitely see the path for doing that in the classic Hamumu style instead. I've been pushing myself to dive into other graphical techniques for years, delving into Unreal and Godot and all that, and I can do it, approximately (and poorly)... but it's hard, and it's slow, and I'm too old to learn new tricks, and everybody seems to want more classic Hamumu anyway. So why not? I want to lean into this pre-render thing. It's a niche almost nobody else is doing anymore, the version of retro one step more modern than pixel art. Let's go with that. It's where I have the most fun. I can have a wacky idea and make a very simple 3D model, animate it in a fun way, and throw it in a game relatively quickly.


Mechie Mouse

I guess the question is, why do I make games, and what do I want to accomplish? That used be a painful existential question, wondering how I am helping the world, but since then I've been a part of creating the Rock Rose Foundation and so I am spending a lot of my time and money helping the world. So I can mess around with games all I want! I'm not making high art that addresses social issues or pours my heart out. It's just fun goofs. I've gotten my share of heartfelt emails from fans about how my games have helped them through hard times, or (much more often) gotten them interested in gamedev themselves. In the wide view, I wonder how beneficial it is for my games' benefit to be getting other people to make games. Is it really a benefit, or just Games as a memetic entity executing an evolutionary strategy to propagate itself? Deep thoughts. The one thing I always come back to in terms of what I'm doing and why is simply: what else would I do with my time? The answer is play video games, and I'd rather be creating them than playing them (in the moment, I'd usually rather be playing than creating, but in the long-term, I feel better about creating than playing!). It's just what I do. It's my creative outlet, it's what amuses me, and, to pour my heart out a little bit, it's my connection to the world.

I am a true hermit. I say that a lot and I think people don't really believe me. I interact with almost no people in my life. I literally will go entire weeks (not rarely, but most weeks) without talking to a single person other than my wife. I'm not complaining, I love being alone! It's when I'm happiest, just jamming to some tunes in my office making or playing a game. It has never gotten old for me, and I've never felt lonely doing it. I just don't have that piece other people have where they crave human interaction. Contrarily, when I am in a situation where I have to chat with people in real life, I feel awful and stressed. And, while I love being totally alone, I also love being alone with my wife. She's all the human interaction I want. We spend nearly every day together and that is also awesome (we also spend large chunks of said days in separate rooms doing our own thing! Both parts of that make me happy).

So, knowing that, my games are the one place I connect myself to the world intentionally. There really is little I like more than getting feedback on a game. Since I'm not out there making people smile with my wit and wisdom in the real world, I really enjoy seeing the results of my game creation in the form of peoples' reactions. Whether that's a direct connection talking to a fan (on the internet obviously, no need for in-person chat where I feel super weird about praise!), or just watching a streamer's video. I'm not saying I enjoy seeing people hate my games, usually it's the positive responses I like, to be clear. I'm not weird! In that way.

So I'm not trying to be separate from the human race entirely. I want this connection. I just don't want to shake your hand or figure out how to make small talk. Let's connect on games. I think that's what I like most about doing this and what draws me back every time. Even if they still sold copies (which incidentally, they really don't right now!), I probably wouldn't make games anymore if I wasn't seeing human reactions to them. I live in a vacuum in every other way, and this is my way of putting a piece of myself out there and, let's be honest, saying "love me please!" like any actor or writer or filmmaker does on a daily basis. Like everyone, I want to be appreciated, but unlike most, I want it to be in a very small constrained way where I have full control over my experience.

Alright, I gotta stop going over this over and over. Every time I do I make it even longer. <-- just added that sentence on my last trip around. <-- and that one and this one.

So yeah, that's what that's all about. Makin' some games. Let's go! And obviously, thank you very much to the long-time fans who are the only ones who will actually find and read this blog (especially all the way to this sentence!). Your interest and discussion is what has kept me making these things! Keep that Discord flowing, seeing people turn my creations into topics of intellectual discourse is better than praise or hate! Feel free to comment here too, getting feedback is my raison d'etre!
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  I forgot 01:51 PM -- Wed April 22, 2026  

I forgot that the blog auto-rejects any comment with a link, so thanks to Justin for trying to comment the entry I was referring to in the last entry: Two Fun Games To May-Be from 2009!

I stand by the statement in that post that I am interested in the Kid Mystic universe and where it can go. I have had many ideas.
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  Play n' Code 09:52 AM -- Fri April 17, 2026  

A long time ago (and I know somebody will find the link and share it in the comments, but not me!), I wrote a blog entry about the idea of building a game in a weird, inefficient way: just building the very beginning, then playing it, and building new parts as I ran into them. For example, say I made a beginning zone with just spider enemies, and I kill enough of them to level up. Now I need to implement a skill to purchase with my new skill point. So I'd just decide what skill I want for my character, implement that one, and play some more. Then maybe a cave I enter and enemies for that, and so on. Literally just building the game around my playthrough.

Well, I am now doing that! It's clunkier than I imagined, and very slow (initially - I think it will get MUCH faster as the groundwork is built), but I started a game of Titan Tunnels, using the default dungeon name of "Woodville" (which determines the layout), and I've been slowly implementing each bit as I come across it, which is fun because it's randomly determined.

There are about 5 collectibles on the first floor, and the most interesting is a person to rescue, so I started there. In this case, it's Mickey! Everybody loves Mickey! So I got person-rescuing working. Along with the trapped person, an Iceguard is spawned, and you just have to kill the Iceguard to get a Frozen Key to open the cage the person is in. One slight complication is that Frozen Keys melt after 30 seconds, respawning their Iceguard (on top of you). Currently the Iceguard initially spawns right next to the trapped person, so that doesn't matter unless you kite them miles away. I'd kind of like them to be randomly located in the level, to make that a little more challenging, but I feel like it might be weird if you meet the Iceguard first and get a key to rescue someone and you didn't even know they were around. Idea I just had: the radius in which the Iceguard can spawn could increase with which floor you are on. So the very first one is right there by the victim, but it goes up rapidly from there, since you now know how it works. That's such a good idea, Mike!

Opening the person's cage just instantly teleports them to town, at least in theory... they don't show up in town at all, but a new building is added to your build list - their house/shop. You need to build it to make the person appear. I'm at approximately that point in my progress now - Mickey, true to his nature, runs a shop of sorts which currently looks like this:


It's a classic bounty board! Bears are currently the only enemies in the game because I had to completely rebuild the monster definitions for all the new features, he doesn't just hate bears. You can collect up to 3 bounties at a time and then just get a little bonus stuff. It's nice to be able to choose specific rewards (the amount you get will be a lot better as you level up...) depending on what you need. And you can also upgrade the shop to introduce 2 higher tiers of bounties.

Each person will also have true quests to offer you. Mickey's first one will definitely be "do X of my bounties", of course! So anyway, I'm having fun, and it's probably gonna take forever like everything else I do!

Behind-the-scenes bonus content: When starting out this chore chart, I had an idea of an actual physical board with notes pinned to it. I popped open Blender and built such a thing:


I do really like how this looks. The reason I decided not to do it is that there will be 20+ 'shops' in this game, and if I set the precedent that they are done in this - to use a fancy term - diagetic style, that's just a ton of unique art and unique code for every menu, all dedicated to the goal of making them harder to use and more confusing since they aren't consistent. So I stuck with the standard menu style above. Most importantly, it will be quicker!
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  Busy busy 10:14 AM -- Mon April 6, 2026  

I am overwhelmed with non-game-making for the past 2 weeks and the upcoming week! Hence my quietude. Also because one of those weeks was spent on a delightful cruise across the soothing waters of Baja California!

Yeah, that is of course Bookie Monster on the right there, who speaks only in tenor saxophone (and I realize upon looking at the image that it kind of looks I photoshopped a box on there to disguise this person, but no, that is an actual real-life mask/booking-form-deposit-box). I only gained 4 pounds too, what a deal. Oh, and got sick of course. It's a cruise ship after all. Not Covid at least. Well actually I did get Covid, but it was cute:

(A prize for visiting the talk on viruses, which was fun)

I have gotten some little work done in the days since. Titan Tunnels was in a broken state when I went on my trip, crashing continuously because I was implementing a whole new system for how it saved/transitioned maps. Got that fixed, and made the pause menu map rendering look cooler than before, though it still needs a lot more features to really work:

And Borderlands 4 released an expansion and new vault hunter! Woot.
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  Woodville 05:06 PM -- Thu March 5, 2026  

Just a little note this week for LL2TT:

Having gotten the title menu finally in hand, I'm just moving step by step - I created the first moments of gameplay! Woody finds himself in some woods, and to introduce a new mechanic of sorts, it tells you to press fire to chop down the trees. That's right, you can chop trees down now, and collect the logs! You are a woodsman, after all. Bad news for you: you're going underground, so this is the last place you'll ever see trees. Good news for you: you can use those logs to build your cabin to start your village!

I originally had in mind that the village was just a fixed arrangement of buildings that appear as you rescue people. But as I started actually creating the village, I went a more fun direction! It's a full village builder system, where you need to collect items to construct and upgrade the buildings. You can freely move the buildings wherever you want, build paths, and build fences. The arranging doesn't matter (beyond putting the more useful buildings closer together, I suppose), but it's your village, so why not let you lay it out how you like? So I'm having some fun with that. Should be interesting, but I have no images to share at this point. Good afternoon!
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