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Game Development

38 posts

Stellar Throne Devlog #10 — From Bug Fixes to Breakthroughs

Fleet navigation, event system, research persistence, and construction system all fixed and implemented. 13 commits, 1000+ lines changed.

Blog

2025-11-06

Stellar Throne Devlog #8: Validation, Parity, and Precision

Building a comprehensive serialization parity test framework, fixing floating-point precision, and validating the dual-engine architecture.

Blog

2025-11-05

Stellar Throne Devlog #9: Visual Parity and Data Preservation

Fixing star rendering, preserving planet data, restoring entity names, and fleet composition through Zig serialization improvements.

Blog

2025-11-05

Stellar Throne Devlog #7: The Zig Simulation Goes Live

The Zig simulation backend is now live in production. Bidirectional serialization breakthrough enables the 52x performance improvement.

Blog

2025-11-03

Stellar Throne Devlog #6 — Zig Parity and Production Deployment

Comprehensive parity testing, 11 bugs fixed, and the Zig backend reaches production-ready status with 52.7x performance improvement.

Blog

2025-11-01

Stellar Throne Devlog #4 — The Great Migration: GDScript to Zig Complete

All 23 game managers fully ported from GDScript to Zig. 333 tests passing, TOML config migration complete, and simulation system track 2 underway.

Blog

2025-10-31

Stellar Throne Devlog #5 — All 21 Zig Simulation Phases Implemented + Parity Tester Online (52.7x Faster)

All 21 simulation phases complete in Zig with 52.7x speed improvement. TOML config system, rehabilitated test suite, and parity framework built.

Blog

2025-10-31

Ground Combat & Territory Borders Revamped

Ground combat gets strength bars, ownership updates, and battlefield grids. Territory borders redesigned with shaders.

Blog

2025-08-16

Stellar Throne Changelog Week of August 8-15, 2025

Major planetary warfare upgrades with Orbital Bombardment and Ground Invasion systems, redesigned Ground Combat UI, and dozens of bug fixes.

Blog

2025-08-15

Bugs, Battles, and a Bit of Scroll Sorcery

Combat UI scroll fix in Stellar Throne and ClaudeCraft course structure progress with modules 7-10 complete.

Blog

2025-08-10

Why I'm Making ClaudeCraft

Four core reasons for building ClaudeCraft: democratizing game creation, empowering creative communities, learning through teaching, and embracing AI's creative future.

Blog

2025-08-10

Redesigning the Battlefield: Combat UI Overhaul & ClaudeCraft Takes Shape

Comprehensive combat UI screen infrastructure redesign and launching the ClaudeCraft 10-week program for AI-assisted game development.

Blog

2025-08-09

Patching Up Combat and Building Better Testing Tools

Refining combat UI, building a Zig-based test harness, and creating specialized Claude agents for development and quality control.

Blog

2025-08-08

Opus 4.1, GUT Migration, and Combat UI Overhaul

Upgraded to Opus 4.1, migrated to GUT testing framework, and evaluated six combat UI layout designs.

Blog

2025-08-07

Upgrading to Godot 4.3 (Opus 4.1) and Combat UI Progress

Upgraded to Godot 4.3, performed a full codebase audit, and continued combat UI fleet layout improvements.

Blog

2025-08-06

Combat Returns (Sort Of)

Chasing elusive bugs to bring combat back online, fixing fleet behavior, engagement triggers, and optimizing loading screens.

Blog

2025-08-05

Refactoring with AI: Lessons in Trust, Testing, and Prompts

AI-assisted refactoring with Claude requires clear boundaries. Restored build buttons, loading screen, and ship construction timing.

Blog

2025-08-04

Closing the Parity Gap in Godot

Fog of war restored, star field in place, animated notifications implemented, and CLAUDE.md earns a 9.5/10 audit score.

Blog

2025-08-03

Godot Port Complete (Mostly!)

The Godot port reaches functional completion with fleet travel, 96 technologies, fog-of-war, and interactive panels all working.

Blog

2025-08-02

Stellar Throne: Porting Progress & Platform Trade-Offs

Huge porting strides across combat, strategic layer, and UI systems. Comparing the Godot and Zig development workflows.

Blog

2025-08-01

Stellar Throne Enters Alpha: Polish, Audio, and the Godot Port Begins

Stellar Throne officially reaches Alpha. The transition to Godot begins with foundational migration, galaxy rendering, and core mechanics ported.

Blog

2025-07-30

Stellar Throne Devlog — Phase 6 Complete, Diplomacy & Polish Begin

Phase 6 Galaxy Generation finalized. AI systems, diplomacy, and Phase 7 Polish begun. Fleet-splitting UI bug fixed.

Blog

2025-07-29

Refactoring, Regression Fixes, and the Case Against Unit Tests?

Unit test failures down to one, UI buttons restored, combat bugs squashed, and questioning the ROI on unit tests.

Blog

2025-07-28

CLAUDE.md Audit Continues, Test Suite Nears Green

Most unit tests passing with only 9 remaining. CLAUDE.md audit yields real architectural benefits through event-based system migration.

Blog

2025-07-27

Test Breakdown and Recovery Mode

Expanded test runner with pass/fail/skip summary, but memory leaks and broken tests surfaced. Codebase review against CLAUDE.md rules underway.

Blog

2025-07-26

Test Coverage, CLAUDE Compliance, and a Safer Codebase

Improved unit test coverage, built a test counting verification system, and completed a CLAUDE.md audit pass.

Blog

2025-07-25

Smarter UI, Safer Fleets, and Combat Sanity

Persistent notifications, top nav buttons, combat visualization fixes, and protecting ships in transit from combat engagement.

Blog

2025-07-23

Refactors, Bug Fixes, and Sprite Progress

Seven major files refactored for AI tooling compatibility, playtesting bug fixes, and ongoing planet sprite sheet development.

Blog

2025-07-22

Fog of War, First Playthrough, and Prompt Engineering Wins

Fog of war visuals implemented, first complete playthrough completed, fuel system removed, and ChatGPT used as a prompt architect for Claude.

Blog

2025-07-21

Research Deepens, Energy Burns, and the Galaxy Pushes Back

Research system enhanced with tiers and gating, energy system adds tactical limitations, and smart notifications surface pending actions.

Blog

2025-07-20

Explosions, Research, and High-Fidelity Sprites

SpriteSheetMaker upgraded with Mitchell filter, bombardment and ground combat systems operational, save/load UI built, and research framework established.

Blog

2025-07-19

A Big Systems Push — Colonization, Borders, and Battles

Major systems day: colonization, territory borders, sensors, fleet management, ship components, trade, victory tracking, and battle system implemented.

Blog

2025-07-18

Restart, Rebuild, Recalibrate

Complete restart of Stellar Throne after snake_case corruption. Rebuilt star map, fleet movement, HUD, and created SpriteSheetMaker tool.

Blog

2025-07-17

Editor Progress & CLAUDE.md Wrangling

In-game data editor with tree view and inline editing. CLAUDE.md audit reveals Python-driven refactor damage from snake_case replacements.

Blog

2025-07-16

Stellar Throne Devlog — July 15, 2025

CLAUDE.md violation audit completed, new landing page for mrphilgames.com, star map icons generated, and Substack newsletter launched.

Blog

2025-07-15

Stellar Throne Development Log: July 14, 2025

CLAUDE.md finalized at 9/10 quality, sprite sheets generated for all planet and star types, and Jekyll-based mrphilgames.com launched.

Blog

2025-07-14

Stellar Throne Devlog: Ground Combat, Ship Upgrades & First Contact

Major features: planetary invasions, ship retrofit system, first contact diplomacy, orbital bombardment, and trade/supply lines.

Blog

2025-07-13

Stellar Throne: Building a 4X Strategy Game with AI Coding Tools

An overview of Stellar Throne — a turn-based 4X strategy game built with Zig, SDL2, and AI coding tools like Claude Code and ChatGPT.

Blog

2025-07-12