Loot & Roam: An upcoming physics-based, steampunk pirate themed, naval combat roguelike. Expect updates as soon as I get a new PC that can tank rust-analyzer with Bevy! (codeberg)
There's actually an addicting 2D topdown playable prototype, on the web, made in TypeScript using HTML5 Canvas and only an internationalization library. Also I kinda sorta implemented my own retained mode UI library in a 1000 line file (ui.ts) to use with the Canvas API. Oops!
Anyway, the 3D version is gonna have cool terrain generation. Can't beat that!
And just you wait until you see the point-spring-network (softbody) based physics engine! The collision system uses SDFs! I'm dead serious!
I do most of my digital painting in Krita, with nothing but my mouse (but you can help change that!). Occasionally, though, I also make pixel art, using Pixelorama (or in the past LibreSprite). I also draw in real life, using pencils, pens, or sometimes even gouache on paper.
Don't forget to see my fursona Gus the Wallaby's referenece sheet on the Sona page!
Every now and then, I like to make music, especially tracker music. Usually I use OpenMPT. I've been trying to get into SunVox, though the workflow can feel a bit awkward sometimes. (Don't let this read as an indictment - SunVox is still very cool!)
You can see my main releases on my Audiomack. I rarely bundle my music in actual album releases, since that usually takes designing cover art, filling out a bunch of metadata, having a bunch of virgin music to pack up, etc etc. But there are a few I can show besides individual items.
If, instead, you want to see my complete collection of tracker music, see my Mod Archive profile. Click the little Modules tab in it, right above the "About" section.
Album list:
Though I grew up getting good at Python and JavaScript/TypeScript, and have also sharpened up on Rust like a real adult, I've been getting a lot into Zig lately.
ZetaBot: a companion NPC bot for Doom, which can play alongside you in coop, or against you in deathmatch. Features advanced pathing with customizable and persisted pathnode networks, state machine based AI, several player orders, voice lines, and more!
Stigma Propagation: ongoing machine learning experiments, exploring Stigma, a computationally and conceptually simple 'local backpropagation' credit assignment for reinforcement learning applications. The main goals are to be able to support non-differentiable activations, support online learning/training without the use of episodic splits or populational (genetic evolution) type algorithms, support even relatively low end machines (given enough learning time), and real-time applications with delta times.
Maybe with this one day I'll be able to make agents that learn to play video games! Or actually useful real life robotics stuff... boring, I know!
triarc: a framework for creating platform-agnostic automated bots. Currently supports IRC and Discord. Rewrite pending.
MushMatch: an asymmetric social deduction gametype for classic Unreal Tournament, inspired by the 2010s Flash turn-based social deduction game Mush, by Motion Twin (also known for Dead Cells, and an inspiration to GameCircular).
UT-ModBuild: A build system made originally for MushMatch, for building new Unreal Tournament mods using a Makefile. Has some nicetries and conveniences, such as automatic artifact build numbering, and source templating powered by Mustache.
ZDCode: a state machine definition language and compiler which targets ZDoom's legacy modding language, DECORATE, extending it with many nice features through clever syntax sugar, metaprogramming, and compile-time semantics. Comes with Zake, its own build system, bundler, and packager for ZDoom .pk3 (renamed zip) mod archives.
Sentient Mushes Adventure: a text-based, turn-based RPG written in Python, on top of the triarc engine (see above), inspired by Mush (also see above!). Not a lot to say about this one, except, entity definitions are Python-in-XML. Cursed!
Modular Universal: a freeform, modular roleplay system, where arbitrary tags can be assigned to objects, locations, inventory, players, etc; complexity can be dialed in by mixing and matching modules; and the GM decides what tags decide the outcome probabilities of what rolls in what ways, for which requested actions.
All my works are 100% wallaby Human-Made. This is a No AI Content Zone.