Thomas Most
@thomasmost
writer, software developer in Brooklyn ~ technopagan is the term ~ play D&D & support your local mutual aid profile pic by @tiahnan.bsky.social ⚡
very normal people in the replies to my criticism of DSA's foreign policy
meanwhile on their own front page: "there is no way to tell if this is good or bad!"
Twitter crash-out stats never get old for me and we're getting some JUICY ones in the SpaceX filing
Posting updates daily was always going to be a recipe for disappointment, but here at the end of Week 3 I've finally started rendering my hexes as hexes! I've also been experimenting with LOD and simulation "culling" outside of the player's region to improve performance..... that's been tricky lol
Or this one... "That tension between emotional experience and factual truth is particularly visible around climate change." ...oh?? Why is that??? The author never says!
This excerpt is horribly written—at risk of chatvestigating, it really reads as AI generated at times. Take this section for example... the author "brings us back to the polar bear" from the lede, but then doesn't actually say anything novel or make a new insight about the polar bear video!
Day 12: Villagers walk to and from their daily 'activities', including going home to their shacks to sleep at night. However I have some suspicion that I've introduced a bug with how villages cluster...
Day 11: Working on improved villager AI, including villager 'activities' that will allow villagers to fell trees and plant farms near their shacks.
Day 10: mages exist now if Arcana is your best combat stat, you get a staff and MP that drains when you cast lightning bolts at things - shows MP in the HUD
Day 8: Improved pathing logic for animals and most monsters - they now plot a path to you if one exists instead of getting stuck behind cliffs and rivers - also rain and storms affect your stamina, but you can take 'cover' under any man-made structure
Day 7: fog of war remembers what structures you last saw Now when you leave an explored area, the game remembers what structures were built — you'll see a snapshot of buildings and bridges from your last visit, even after they've changed. Returning to a ruin or a city may now be a surprise!
Day 6: when villages upgrade to cities they get walls with a single passable gate Also: - combat wakes sleeping creatures - added support for ranged attacks
Day 5: villages and cities are no longer single tiles. They're **multi-tile clusters** now — a main trade building surrounded by shacks. Also: - passive perception checks reveal hiding creatures - added a bunch more monsters and animals with distinct placeholder markers to identify them
Day 4: the world was too small. Tripled the size (~22k → ~67k tiles), rewrote river generation as a BFS-from-ocean distance field (flowing downhill from mountains), NPCs build bridges automatically near new villages, and surfaced a Safety rating with the region's top concern (predators vs monsters)
Day 3 was a monster. Added: 🐺 wolves, deer, rabbits — with specific AI dispositions 🗡️ items, loot, equipped weapons, an inventory ⛰️ cliffs and rivers (impassable terrain markers) 🌅 day/night cycle 🌧️ per-region weather (sun, rain, lightning) on a Markov chain
Day 2: Claude says it implemented settler AI but mostly what we did was fix movement controls and make the character creation screen usable
I'm starting with the 'small' version, which is (sensibly) single-player for now. Here's an excerpt from the "Bible" I wrote up for it last week It's worth noting that I've also been working on designing my own TTRPG system and I've drawn some mechanics from that
For the past singular week, I've been building a computer game in Rust / Bevy with Claude and it's some of the most fun I've had with computers since I first got into coding