Duuqnd
quux.foo
Duuqnd
@quux.foo
some kind of person (he/they)
occasional game developer, most of the time programmer
interactive programming appreciator
my accent may try to trick you, but I am in fact Swedish
https://quux.foo
Pinned
Duuqnd @quux.foo · Mar 10
I'm developing a text adventure that was supposed to be Infocom-esque but accidentally ended up with characters instead of obtuse puzzles. A friend called it "cool".
Turns out using the ladders isn't intuitive. This may be the third or fourth attempt to mitigate that.
July 24, 2026 at 3:48 PM
One of the hardest parts of finishing my text adventure game has been getting enough people to play through it that I can feel confident it's ready for release
January 18, 2026 at 10:58 AM
It seems like my arduino uno skips the bootloader waiting if I connect a capacitor in parallel to its power supply. I'm not complaining, it's exactly what I needed, but... why? It's weird but I'm glad it does. Its serial TX line is going to become a doorbell.
December 19, 2025 at 12:13 AM
I will never get over how household induction stoves are part miracle of science (the induction stove part) and part crime against humanity (the touch "buttons" part).

More incredible technology should be forcefully strapped to the worst imaginable interface to bring rage to its users.
December 7, 2025 at 10:48 PM
When I was at an offline LAN event in Uppsala I connected my text adventure to a local social media service (running fediverse software "Sharkey" if I'm not misremembering) for a collaborative play session. It kinda sorta worked for a while.

#gamedev
November 5, 2025 at 4:18 PM
micro optimizing things that don't matter to procrastinate on finishing the damn game...
November 4, 2025 at 1:07 PM
I have made a new blog article for the first time since Cohost closed. If I count all the time I spent procrastinating I can pretend it's been six months in the making.

I ported Cave Story to a Sun Ultra 1 workstation computer running Solaris 2.6. It took a little work.

quux.foo/articles/cav...
Porting Cave Story to a Sun Ultra 1 Workstation
quux.foo
November 1, 2025 at 10:20 PM
I'm too lazy so I put the new game mechanic's test object in the starting room, but I care too much, so I write fitting flavor text for it. My priorities may or may not be in order.
September 24, 2025 at 6:42 PM
I ended up making that graphviz generator after all. It took about five minutes and is super useful when it comes to actually wiring up this dialogue tree since I ended up making it quite messy. #gamedev
March 19, 2025 at 11:30 AM
For my text adventure I wrote the parser at the very start and then almost never touched it after that. Turns out that was a bad idea, as I spent almost all day yesterday refactoring it completely.

It can now probably support reasonable error messages as opposed to just "parse error". #gamedev
March 18, 2025 at 7:51 PM
A positive thing about my favorite programming language: I can easily shape it to my needs.

A negative thing about that: being able to do so sometimes makes me do something in a worse way because it feels slightly cooler and has some minor benefit I may or may not actually use.
March 15, 2025 at 7:28 PM
Would introducing an arrow key-driven menu system for just one section roughly half-way through my text-based adventure game be too jarring? I'm leaning towards "no, this is a great idea". #gamedev
March 14, 2025 at 1:23 PM
This might be scope creep (it 100% is), but I'm feeling a strong desire to hack in automatic generation of graphviz for my dialogue trees. I made one by hand and it took a while but was very useful, so I imagine automatic ones would be very useful too. #gamedev
March 13, 2025 at 11:09 AM
It took me way too long to realize that my drop command works on all objects that can be found, not just objects in the inventory. I have no idea how this slipped past me. #gamedev
March 11, 2025 at 10:11 AM
Highlighting directions for movement with inverted colors. I don't like this very much, but playtesting seemed to indicate that directions needed to be more visible somehow.
March 10, 2025 at 10:25 PM
I'm developing a text adventure that was supposed to be Infocom-esque but accidentally ended up with characters instead of obtuse puzzles. A friend called it "cool".
March 10, 2025 at 12:34 PM