Dev blog
The tools we build and the decisions we make for Indigo Nights.
Zapping into nodes
The 3D hacking mode is playable up to the fight. Hex jumps off a tower, flies a link, lands on the next roof and teleports in, and then a panel says battles are coming soon.
Dropping the code name
Shadow Jog was always a code name. Since Saturday the game is called Indigo Nights, the title screen says so, and the new site builds locally as a skeleton.
Borrowing from RPG Maker
Three editors are in the hub today, a fourth is on its own branch, and four more are planned. Claude builds them, I sketch and give notes, and the layout of several borrows from RPG Maker.
The 24 px grid
The game had a 16 px grid under 24 px art for about a week. Today the move to a single 24 px grid merged.
Art tools
Day one had no art files. Twenty-six days later the game has used PixelLab, Sprite Fusion, Retro Diffusion and three tile packs, and 0.2.0 went out this morning.
Rules so far
Several of the rules Claude reads at the start of a session came after something went wrong. The newest one is about GitHub minutes, and 1,811 of this month's 2,000 are already gone.
Command Center on the web
A web page now shows what is running and takes my answers to design decisions.
Trimming the loop
Fresh agents grade the work against criteria written first. Today I cut that loop from three verifiers to two, after one package ran three rounds and still failed.
Chasing 8.5
Two days of agent reviews took the average score from 6.36 to a best of 7.98. It still hasn't reached the 8.5 I asked for.