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Gamedev Diary: Tools

Let’s go back deep in time, remembering that I got to see the era of personal computers begin. I ask you to picture an artist-writer-storyteller, a girl who mostly drew unicorns and pretty aliens, and then also put her in front of an Apple IIe facing a command line and hearing ‘You can do anything you want.’

What did I want? I didn’t know. But we had a computer class in school (which was very avant garde at the time!) and that was how I learned about the BASIC programming language, and ended up creating my first very simple programs… the kind of beginner tasks that cause a computer to echo back ‘hello world’. From there, I went straight to “I want to make a choose-your-own-adventure game,” which I did, and based it on Star Trek. You were commanding a starship, you ran into trouble, you had to decide what to do, and then eventually your ship blew up. (All choices led to the ship blowing up. I thought that was funny. No one who played the game liked this storytelling choice; I thought they needed to lighten up and embrace the boom.)

Writing games like this was pretty easy: it was basically a tree of “If this choice, show this text. Prompt for next choice. Then if this choice, then this text…” all the way down the chain to the possible endings.

It seems weird to me to realize that I don’t call myself a coder or a gamer, and yet at 12? Years old? About? I was excited about using a computer to tell an interactive story. All of which is to say: I guess I’ve always sort of coded. But I also always sort of coded as a means, and the end was telling a story. I was never fascinated by computers qua computers; there are coders who code because they like the puzzle of putting together instructions, or because they’re fascinated by the computer itself, or the process of coding massages their brain in a specific way that I can only imagine. To me it’s just a tool, and an often tedious one… and the scope of my game design dreams (or web design dreams) always meant that I would have to spend too much time on the annoying parts to get to the end I wanted (the game, the story, the website).

Time went by, and I got jobs where I had to write websites that had database interactions, and I did this with giant tomes about coding resting on my lap, or with my (primitive back then) web browser open on newsgroups about coding where I could copy code snippets into my terminal window and adapt them to my use case. I often asked for help; I learned from the people helping me; I became fairly adept at reading code and understanding what it was doing. But I reused code constantly, and I never loved writing it. I loved succeeding when something worked the way it was supposed to, but this was not my beautiful house, my beautiful wife, any of it. I was a storyteller and an artist; I do not have coder brain. I have wordcel brain. (Yes, I own it.)

This long story I tell you so that you understand that when AI vibecoding became a thing, I was all over experimenting with it. And my delight was boundless. At last, a tool that removed the tedious parts and left me only with the parts I enjoyed and am good at! For this reason, AI is my foremost tool in the gamedev process. Because of AI, I can concentrate on drawing and writing stuff for games and websites and not have to do the part I don’t like and am not natively interested in.

I understand there’s a lot of controversy about AI use. I have fans who won’t play my games or use my quizzes because I used AI to code them. But I remember the me who was cutting and pasting newsgroup code snippets into her own terminal windows, and the me who was laboriously typing sample programs into those windows from books, and the me who was already leaning on the enormous base of knowledge compiled by people, sharing freely on the internet, and all I think is that AI makes it faster, and faster makes it possible. I made my peace with that, but I recognize other people will have other opinions.

There’s a lot of confusion around how you use AI to code; lots of “it forgets things” and “it hallucinates” and “you can only code to a certain complexity level and then it fails”, etc. Here’s how I do it:

IMAGINE: I think about a feature I want the game to have. I imagine how it works in my head, what delights me about it, how I interact with it.

PLAN: I have a design session with the AI where I say, “This is what I want… what are my options for accomplishing it?” I have an instruction there that says ‘I have some coding background but I want to learn and particularly best practices and security-conscious design. Please educate me!” So we talk, and I learn. We go through a few ways to make what I want to happen work, and then – this is important – we create two documents. One is an overview of the feature and what I want it to do; the other is an implementation plan.

IMPLEMENT: We use the implementation plan to start work. I like to work from the invisible-to-the-user-backend outward to the UI. Each step of the implementation plan involves a checkpoint and a test. We put in the first layer. We test to make sure it works. Then we proceed to the next, etc. Only when I’m sure that all the invisible pieces work do I start the last piece, the UI that makes it visible to the player.

DOCUMENT: After the feature is implemented, we update the design document to reflect what it does, how it works and what it touches, and what my plans are for it for the future now that it’s working.

Rinse and repeat.

In the course of seven months I created over 168 pieces of documentation. That’s only counting the files I kept, not the ones I discarded because they were no longer up-to-date, or the ones I consolidated. I often did “doc review” days, and those days I would often do things like turn 8 small implementation documents into a single overall feature document. So that’s just 168 that I have kept, currently, after months of iterating.

I do this not because I don’t trust the AI, but because my own memory is poor. I know I’m not going to be able to hold the codebase in my head. I take good notes because good notes are the only way you keep yourself aligned to your goal. Breaking a big project into bite-sized pieces and then doing each of those, one by one, is the only way I have ever accomplished anything, as scatterbrained as I am. And as it turns out, being scatterbrained is excellent training for the AI age, because all the coping mechanisms I developed to become a modestly functional adult are exactly what I need to stay focused and productive with tools that accelerate you in whatever direction you’re already facing. If you’re disorganized, unmotivated, or easily distracted, you can become more so instantly and at scale. But if you’re even a little bit ready to compensate for those problems with habits and hacks, you’ll go far with the new tools. It really is all up to you.

At the point at which I began this, I was using primarily Grok and Claude, the chatbot versions. There were no CLI/cowork tools at that time. I’ll talk in more detail about how that worked in forthcoming entries.

AI, then, is what I use to code. I’ll bow briefly to the other tool I’m using, which is Clip Studio Paint on my ancient Microsoft Surface, with a cheap off-brand stylus. I’ll say this immediately: I hate drawing digitally. Given the choice between a pencil and a stylus I’ll take the pencil every day. But for a game that has paper doll mechanics, it’s nonsensical to draw and scan the amount of art assets I need to do. This is the one place where the digital art tool is legitimately the right choice for the job, no matter my personal feelings about it.

The Surface is the only windows machine left in my possession, and is too old now for significant upgrades. I’m going to continue on with the software/OS revisions I have for as long as possible! But I am dreading the day I need to do a cutover. That is a problem for Future Jaguar, though which brings me to an important philosophical belief of mine… that you just have to do the thing. The time is never perfect. The future is full of pitfalls. You will never learn enough to do the thing without doing the thing: the only way out is through. So the faster you start traveling toward the goal, the better.

So those are my tools! Next time, we’ll talk about my initial foray into the Jokka game, the prototype! Unless you have questions about my process, and want me to go deeper into it. I’d be happy to devote future entries to things you’d like to know… just let me know.

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October 27, 2021
Cursive Practice Video, to Relax

Or at least, I intend it to be relaxing. Hopefully it delivers.
4:22 minutes

Materials:

00:04:27
Overview of the First Oil Paint Experiment

In which I talk about the paper, the paint, and the experience of oils versus gouache. Fun stuff, will do more.

Thank you Locals supporters! Your contribution to my art war chest here is what's powering these experiments and videos. For now I'm keeping them public but I may start doing some subscriber-only videos if you all are interested.💖

00:03:35
Video Review: Oil Painting Papers

My initial review on receipt of the three oil paper products I ordered: the Canson pad, the Rembrandt block, and the Arches single sheets.

00:01:54
November 09, 2021
Alysha Misc

Thanks for your comments yesterday on the business post... all very provocative, in a good way. I'll try to respond to all of them today.

Some Alysha misc now, since I'm gearing up for the results of the Kickstarter!

Petrov is giving away coupon codes for every book in the Alysha series (and has some leftover coupons for Marda and the business book). You can pick those up here (and please do! The books are bought already, someone should use them!) https://twitter.com/PetrovNeutrino/status/1457344535843987461

Our own @JudasComplex sent along a sample of the Faith in the Service audiobook, which I've attached for your delight! I... haven't had a chance to listen to it. Don't ask me about my past week and a half or so. Putting it here will guarantee I get to it.

After hearing the amused comments during the livestream, I went ahead and added all the ship type illustrations I have inked from the 90s to the wiki. Glory in the rampant adorableness of their anthropomorphic stylings! See those ...

Alysha Misc
The Jaguar's Heart 7: We Are Not a Monolith

A little comedy today, at least in the link. Transcript follows.


Hi, all. Welcome to this episode of The Jaguar’s Heart.

A while back I was introduced to a comedy sketch about Cuban coffee by a Mexican comedian, Gabriel Iglesias. ( The sketch begins with him greeting all his fellow Latinos and then backing up to say ‘but we’re all different, aren’t we’ which is a segue into a demonstration of how different Hispanics speak Spanish.

It is hilarious. First, because I am a Spanish speaker and a linguistics hobbyist, and his portrayal of various accents resonated with my experiences in trying to make sense of them myself… Not always easy, since from culture to culture, slang and accent are often totally different (and sometimes grammar! Spaniards use a grammatical construct that has died out in many other Spanish-speaking countries, the plural “you.”)

I also loved it because the Cuban coffee part is real. I grew up with Cubans. I know how we are....

The Jaguar's Heart 7: We Are Not a Monolith
The Jaguar's Heart 6: Hatespeech

One of the most common things I hear (and say) right now is "the asymmetry is the story." Here's one about how none of us are innocent of the sins we hate in others.


Hi, all. Welcome to this week’s episode of The Jaguar’s Heart.

It’s been weeks since the Baen’s Bar incident and I’m still thinking about it... because the longer I do, the more I feel, overwhelmingly, that it’s obvious that the problem is deeper than “this forum was saying stuff that offended us.” We have to back up to the glaring fact that people on opposite sides no longer consider each other human. Nothing I say will matter because the people disagreeing with me don’t think I’m human. They have denied my humanity; they have not bothered to listen to my beliefs, or have fake-listened to them in that way that people do when they’re so ready to prove you wrong that they’re only using your speech to provide talking points for their own ideas.

We have forgotten how to listen.

Increasingly, we have also ...

The Jaguar's Heart 6: Hatespeech
Wednesday Share: Smell of Intelligence Characters

https://mcahogarth.org/gallery/image/72-2002-014-SmellOfIntelligenceCharacters

Yesterday's scan came up with this cool piece of the characters from the story "The Smell of Intelligence" (now available in Clays Upon the Sands, the second Jokka collection volume). From 2002, so this was before the story was in its final form (or possibly even written!) Certainly, I don't recognize the sentiment I jotted down under Duna's portrait.

Other pictures of these characters:

https://mcahogarth.org/gallery/image/loose-2025-0700-Chenji

https://mcahogarth.org/gallery/image/72-2002-079-FathaWebsiteGraphic

I'm definitely missing a handful. Just a sign that I need to keep scanning!

October 07, 2026
Wednesday Share: The Peltedverse Tarot

I found this one in Sketchbook 71, from 2002... which would be before a lot of the canonical books were written, which makes this list of potential Tarot cards with Peltedverse characters on it a fantastic historical artifact. Some of them still work (Alysha as Strength); others are a little less relevant now that the story's been written (Sediryl as the Moon!). But a lot of them are still great (like the Exodus as the Tower, or Margeaux as Death).

Here's the link in case the first one glitches: https://mcahogarth.org/gallery/image/71-2002-082-PeltedTarotList

In 2016, I returned to the idea with a few sketches, which you'll find indexed off this first one of Alysha: https://mcahogarth.org/gallery/image/112-2016-028-TarotAlysha

I'd make a very different list today, I think! What character do you think belongs to which card these days?

September 30, 2026
Wednesday Share: Stardancer Women Poster

https://mcahogarth.org/gallery/image/143-2026-16-StardancerWomenPoster

Somehow, the Stardancer books lend themselves really well to montage-style images, and I'm really happy with this one! It's actually a redraw but the picture it's a redraw of is so old I need to go find it in the closet to scan it. If I still have it! If I do find it, I'll be sure to share it, probably in a back-in-time post.

I hope you enjoy this one, meanwhile!

Some other attempts at the Stardancer cast:

Cast roster: https://mcahogarth.org/gallery/image/121-10-20190512-StardancerCast

Sketching faces: https://mcahogarth.org/gallery/image/120-2018-28-StardancerWomen

Even more face sketching: https://mcahogarth.org/gallery/image/141-2025-20-TheStardancerWomensFaces

October 05, 2026
Quick State of the Jaguar!

I had a lovely birthday! And I'm looking forward to a productive October. I thought I'd catch you up, bullet-point style, on what I'm up to:

  • Tomorrow the Tea vs Coffee (and Galaxy) dragon kickstarter ends! (Last chance!) So I'll be doing coloring sheets and fulfillment for that.

  • Finalized the paperback edition of the re-issue of my fantasy short collection, which I'll have a formal launch for, probably next week.

  • It's been a month, so it's time to edit Kherishdar's Witness! I re-read it yesterday and made two pages of notes of things that need adjustment, but it's much closer to ready than I thought. Early November for that, probably.

  • I have only 31 big sketchbooks left to scan for the gallery! Which is at 9466 images. I'll easily hit that 10K I predicted, and after that it'll be time to start on the small sketchbooks and loose artwork, and continue my annotations.

  • Reminder that the new, winter seasonal gallery code is pinned here for subscribers at the $5+ level. Go collect and apply!

  • Related, I'm back to daily drawing, and am glad to have restored that practice. Thank you, discord members, for your frequent prompts/requests, which I fall back on when I can't think of anything.🧡

  • I'm gearing up to start serializing Coracle 2: Squire Marda here, probably near the end of October. More on that when I'm ready!

I see a lot of you are free subscribers; I hope you'll consider joining the paying patrons! I post weekly (usually 2-3 times a week), which is (I'm told) a lot more than most subscriptions. And it would be a big help to me with all the projects I want to conquer going forward! Including having the money to travel to at least one con a year to meet more of you in person. Even a dollar a month helps and unlocks almost all the paid content, and $5 a month gets you unlimited access to the 9000+ image stardancer gallery. Please consider buying me a cup of coffee if you're not already.

And to all my paying patrons, many of whom have been with me for decades, know that I appreciate you, as always. You are the pillars of the Jaguar tribe.🧡

More to come!

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October 02, 2026
Freebie Short: The Black Hat

To prepare for writing a Western for Raconteur Press's Wyrd West anthology, I vanished into a Louis L'amour black hole and didn't come up for air for about two weeks. I had a grand time, and the result was this short.

Why did I want to write a Western, you ask? Because I wanted to see if I could. I did, and I enjoyed every bit of it!

Also, goodness, it is my birthday! I'm going to go eat ice cream after this. XD

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September 25, 2026
Freebie Short: Hate That Guy

Today's short returns to the Le'enle for a comical urban fantasy published originally in Raconteur Press's Brim to the Dregs anthology. This was a potion-and-brew-themed call, and that made it a perfect fit for the Le'enle who have a special relationship with...

Well, just read on. XD

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