Devlogs, game dev, and random thoughts
Latest Posts
View all →Core Engine Vertical Slice & Lessons from End-to-End Testing
10/2/2026
In this dev log, I share my experience creating a vertical slice for the core engine and running end-to-end tests. With limited testing standards and tools, I encountered several challenges that led to valuable insights about event-driven systems, synchronous execution, and effective testing strategies.
One Week In: Building the Core Systems
26/1/2026
One week into development, I decided to focus entirely on building the core systems of my visual novel. Instead of jumping straight into content, I chose to create a reusable engine in Godot—from condition handling and event scheduling to time, stats, and branching endings—laying a solid foundation for future development.
Choosing the Right Engine for My New Project
17/1/2026
Choosing a game engine should be simple—at least on paper. Visual novel? Use Ren’Py, done. But in reality, things get messy when your game starts demanding complex UI, event-driven systems, and data-heavy mechanics. In this article, I break down how I chose the right engine for my first serious project—and why I ended up with Godot instead of the obvious choice.
Hello World
8/1/2026
This blog exists because I had too much free time after work and too many unfinished side projects. Built in two days, powered by simplicity, and intentionally ignoring AI-recommended overkill.