Critical path for level 2-3 has been built.
Posts in "Devlog"
Here’s the coding projects I’ve been working on in my spare time.
Devlog: UCL — Comparing UCL To Some Early Ideas
Comparing UCL to an idea for a hypothetical command language for a now-defunct CLI project, which aimed to combine shell-like REPL functionality with scripting capabilities.
Devlog: Blogging Tools — All About Images
Some recent changes to Blogging Tools around images and image processing.
Devlog: Godot Project — Level 4-2 And Level 2-3
Progress has been made on level 4-2, and early development on level 2-3, alongside new game elements.
Devlog: Blogging Tools — Category Fixer
Adding an RSS feed parser and in-app notifications to build a feature to triage image posts that don’t have a category.
Devlog: Godot Project — Some Feelings
Progress on the Godot game has been fulfilling yet tinged with doubt about its value and purpose.
Devlog: UCL — More About The Set Operator
I made a decision around the set operator in UCL this morning.
When I added the set operator, I made it such that when setting variables, you had to include the leading dollar sign:
$a = 123 The reason for this was that the set operator was also to be used for setting pseudo-variables, which had a different prefix character.
@ans = "this" I needed the user to include the @ prefix to distinguish the two, and since one variable type required a prefix, it made sense to require it for the other.
That Which Didn't Make the Cut: a Hugo CMS
You’ve probably noticed1 that I’ve stopped posting links to Open Bookmarks, and have started posting them here again. The main reason for this is that I’ve abandoned work on the CMS I was working on that powered that bookmarking site. Yes, yes, I know: another one. Open Bookmarks was basically a static Hugo site, hosted on Netlify. But being someone that wanted to make it easy for me to post new links without having to do a Git checkout, or fiddle around YAML front-matter, I thought of building a simple web-service for this.
Working on that Godot game again, mainly coming up with mechanics for a new level 2. This is what I’ve got so far: a mine tethered to a balloon. Their idle state is just bobbing up and down, but I am planning a variant which will drop their payload and fly away when the player is nearby.