#devlog

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ZeMarmot :gimp: @zemarmot@fosstodon.org · Jul 25, 2026
Back from vacation (and after sick days after it! 🤒), we are back at: 1/ Working on #ZeMarmot production; 2/ Working on the next generation of file format for #GIMP (which will bring all kind of fancy features). More detailed news soon… 🤭 #devLog #productionLog
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Monkeyslunch/Bug & Claw @monkeyslunch@mstdn.ca · Jul 06, 2026
How do you maintain surprise as a solo player? You're reading an adventure and can't help but see the paragraphs before and after the current one, ruining any surprise. But does it have to be like that? Explored in Bug & Claw #Devlog 58 https://bugandclaw.com/maintaining-surprise-as-a-solo-player-devlog-58/?utm_source=mastodon&utm_medium=social&utm_campaign=fedica-Random
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Monkeyslunch/Bug & Claw @monkeyslunch@mstdn.ca · Jul 01, 2026
Thankful to my friends for helping play-test #ttrpg Bug & Claw. I share some of the feedback I collected in #Devlog 47 that helped shape the game. https://bugandclaw.com/playtesting-character-builds-devlog-47/?utm_source=mastodon&utm_medium=social&utm_campaign=fedica-Bug-%26-Claw-devlogs-and-posts
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Undead Zeratul @Undead_Zeratul@ocw.social · Feb 07, 2026
Replying to @Undead_Zeratul@ocw.social
So I spent the better half of the last week or two working on fleshing out a common base class for various melee weapons across different #HideousDestructor addons, and at least initially, I think it turned out ok! Things are quite extensive already, and hopefully will grow as more new instruments are created. The challenge was figuring out the intention behind various disparate parts of code across each individual weapon, in order to rewire everything up to a more modular, hopefully cleaner abstraction layer. From here, though, not only should a new weapon be simpler to create and receive boilerplate feature enhancements, bugfixes, etc automatically, but also allow for more interesting mechanics going forward. https://github.com/HDest-Community/hdest-core-lib/blob/main/zscript%2FHDCore%2Fbase%2Fweapons%2FBaseMeleeWeapon.zsc #Gaming #RetroGaming #Doom #BoomerShooters #Modding #DoomModding #ModDevelopment #DevLog #ZDoom
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Sid :v_trans: @sid@mementomori.social · Feb 23, 2026
testing #devlog
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Michael Biel @mickgeek@social.linux.pizza · Feb 16, 2026
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Undead Zeratul @Undead_Zeratul@ocw.social · Feb 13, 2026
Replying to on ocw.social
More adventures in #DoomModding today, this time we're shining some light on an old addon that has been revived, stripped down to just the parts that are needed, and brought back up with some new life via the new helper functions I've been tinkering away with over in HDCoreLib. Given that I've mentioned this flashlight item previously (see above a few posts in this very chain) I won't belabor the refactored particle function, although what is new here is the use of a newly Planck's Law calculation for the color temperatures of the incandescent flashlight and the cool white LED flood light. Also you may notice the physicality of the light beam itself, that's due to a Damped Spring function easing the position and direction of the light beam, which is different depending on the place that it's mounted, with your shoulders slightly lagging behind your camera without overcorrection, and the helmet being instant since it's attached to your head and thus the camera. The flood light is still WIP, but is a decoration that can be used to light up an area in front of it, dragged around, or salvaged for its battery if it has one. #Gaming #RetroGaming #BoomerShooters #Doom #Modding #ModDevelopment #DevLog #ZDoom
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