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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
KH5 Draft is DONE!

https://mcahogarth.org/gallery/image/145-2026-08-ThirukediWithNakked

...so the Wednesday Share today is from the most recent sketchbook, of the time period the book is set in.

And that's all I got because this book took me 2 years to write (if you don't count all the time I spent messing around with ideas for it!) and I am so wrecked. I'm not even going to look at it for another month before starting edits. My projected publication date for this one will be October/November.

I am going to flop. -_-

If you're on the discord, I might do balance cards for people this week, so stop by if you want one!

Oh, and if you've read Counters of Stars and enjoyed it, can you leave a review for it on the store? I would really really appreciate it! No, seriously, the tank is so empty. Hearing 'This was great' will help. 🧡

September 01, 2026
Back in Time Tuesday: Ragna, Contemplative

I found the sketch for this piece while scanning art for the gallery and was reminded how much I liked this piece of Ragna, from Flight of the Godkin Griffin. It was one of the few pieces where I feel like I really nailed the concept of negative space, and made the white around the figure work with her instead of feeling conspicuously empty, as if I couldn't figure out what to put behind her.

This is also one of those pieces where I can talk about the fugitive nature of physical artwork, because not long after I painted it, the original was ruined! I was looking forward to selling it to a very excited buyer when I pulled it out and discovered that some kind of ink had bled all over it.

I still have it, so here's the damage:

I don't even know what caused it! But I was crushed when I discovered it, and unlike a lot of cases where I had a look at damage and thought "I can work with this", this time it just ruined the work for me completely.

Looking at it now after twenty years (!), I think I ...

Catching Up with Jaguarbrain

https://mcahogarth.org/gallery/image/145-2026-17-CurrentProjectsOnMyMind

Thought I'd write a quick update about where I am in all the things! So many things. My brain hurts -_-

First, Kherishdar 5's draft will be done this week. I only have two scenes to go! That's right, Tsevet's story, which has been eating at me for over two years and been blocking every other story is nearly done. But this book, my friends. It's so crazy that unlike a lot of my others I'm going to put it down for a month and not look at it at all before I attempt revisions. That puts my projected publication of it and Conversations 3 at October/November. I'm contemplating a Kickstarter for it, depending on my energy level.

I promised myself that when I finish that book this week, I'm not going to immediately start a new deep-thinky project. So my next thing will be the Tea Dragon vs Coffee Dragon sticker Kickstarter! I've inked those two and I'm going to color them and order them and the other items I want for that ...

Nearing 6000 Images!
Gallery Update, August

I have been hard at work on the gallery and it’s time, thus, for an update! And I’m going to do it in stats because everyone loves numbers.

Overall:

  • 56% of the large format books are done

  • 5805 images in the gallery

  • 1897 (33%) have my commentary
    169 are finished pieces!

When I say “large format”, I mean the numbered sketchbooks that are 9x12 or larger. This total doesn’t count the mini-sketchbooks, high school sketchbooks, the remaining conlang notebooks (about 72 more books) or any of the loose artwork. But I figure I’ll jump those bridges when I get to them.

Now, some fun stats:

Top Characters So Far:

  • Me (!) – 267

  • Alysha – 191

  • Zafiil – 104

  • Vasiht’h – 99

  • Distant Song – 83

This probably reflects which books I’ve done so far more than popularity; I’ve done the “back” of the stack and the beginning of the stack but we’re missing large swathes of the middle. I’m curious to see how the character ratios change then… I’m guessing Alysha will remain popular but other characters will start pulling ahead.

Top settings (unsurprisingly):

  • Peltedverse: 1821

  • After this, Kherishdar and Jokka are tied if you count the language work for both.

Surprisingly, 168 pictures from World of Warcraft! So if you’re a gamer, you might want to hit that tag. Fun dark horse: Coracle, with 47 images uploaded so far. Only one book for Coracle, and yet!

Related: Spoiler images, at 53 uploads, comprise .9% of the total in the database right now. This is a good time to mention that when you create an account, all the warning tags are flagged by default so you don’t see those images; you have to manually uncheck them to see spoilers, questionable images, etc. I am here to protect you from accidental book trauma!

  • 194 titles say some form of ‘Probably’, ‘Maybe,’ or ‘I guess’

…which reflects that a lot of these books are decades old and my paper sieve memory does not resurrect my thought process at the time, especially with really loose sketches. Which brings me to:

Notes versus Sketches (and other developmental work):

  • Drawings: 93%

  • Notes: 1.5%

  • Language Notes: 3.8%

  • Maps, Floor plans, and Schematics: 72 images

Notes can be anything from timelines to worldbuilding scribbles to poetry to outlines! More of this resides in the mini-sketchbooks than the larger ones, but it’s fun to see the data I felt I needed a bigger page to explore. Also, it’s fun to see how much time I spend on maps and schematics. If you were ever curious about what items look like, or wanted to “walk through” a floor plan of some place I’ve written about more than once, you can definitely hit the database for that. (So can I! Very important!)

Finally, a ridiculous statistic:

  • 99 pages are sketches of horses

  • Absolute failures (10)

  • Sketches I liked (5)

  • Neutral: 84

I will continue drawing horses until morale improves. Someone else’s, because apparently I am almost never happy with my horse drawings.

When I sit back and think about the fact that I’m about halfway through archiving my art and it’s nearly 6000 images already… how… how many single people have 6000 useful images online in one place? What I’m doing is wild if I look at it too closely. So I don’t, I’m just gonna keep going. XD

Go make an account and have fun browsing!

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Welcome Back, to the Stardancer Gallery

I have a gallery again.

It would be so easy to say ‘I can’t tell you what that means to me’ but part of my thing is that I do tell you what things mean to me, all the time, so I’m going to try.

1.png?token-hash=nrdoS5Y9_iiERRaTSKIzbGY-dtyGgI1XVmNbDQ3zMz0%3D&token-time=1784764800
mcahogarth.org

Let me start by telling you about the original Stardancer gallery, which many of you remember and an even larger number of you weren’t around for. Because in an era before big sites like DeviantArt, when personal websites were still linked by webrings and coded by hand, I had a website that used a database to show visitors not only the latest thing I’d uploaded, but the comments left by dozens of people on that offering.

It’s so hard to explain how crazy that was. There were no Wordpress packages, no visual editors, no gallery plugins. There was no user validation by Google or Apple, no social media, no expectation of interaction or community. Everything had to be coded by hand and installed by someone who wasn’t afraid of a UNIX command line. And from 1999 until mid-2012, the Stardancer gallery served, on average, 5 pieces of art a week, with over 175,000 words of commentary from me, for thirteen years, and those pieces accrued between 5 to 40 comments from visitors. When it finally went down, there were 2906 distinct pieces of art in the database, and of those 253 had multiple versions—I uploaded them as I worked on them with commentary on each stage. Some of those pieces had 9-10+ stages where you could watch me wrestling with them (complete with titles like “OMG Ugly Stage” and “needs a background”).

For context, 175,000 words is probably about 700 tightly-packed paperback pages. That’s how much commentary I wrote. And that’s not including 1993 keywords and 60 projects I was tagging everything with.

I wanted that gallery so I could share my art with all of you. But it was also functioning as an organizational layer for me. When I was trying to remember a story, a character name, a forgotten piece of art I wanted to finish, I would search my own gallery. It was my backup brain, and my sketchbook index, and it kept me focused. It even had basic project management tools, since each of those 60 projects had a status: complete, in progress, ongoing, on hold, trunked.

The sunsetting of the original site was inevitable. You can’t run software with visions of enterprise-level functionality on a friend’s personal computer. But I was in the very unusual position of having started out with a system custom-built for my idiosyncrasies, and nothing on the market was good enough. I kept poking and not loving any of my choices. Host all my artwork on some aggregate gallery site or shoehorn it into a cookie-cutter Content Management System? No thank you. So I never replaced Stardancer, and for fourteen years, I’ve been running without that second-brain infrastructure.

And now, I have it again.

Now I can think ‘what was that thing I said about that one character in that one sketchbook?’ and search and find it. I can mutter, “Where is all the Ai-Naidari language work” and pull up the notebook. I can think ‘Didn’t I want to finish that picture of the dala fox? What sketchbook is that in?’ and I know.

I know!

And unlike the first gallery, this one can have everything in every sketchbook. Because I streamlined the parts I hate (editing, watermarking, uploading, making thumbnails, importing into the database) and left myself only the parts I enjoy (writing comments and tagging). And while some of the original Stardancer’s features aren’t online yet, like multiple versions of the same image, they’re designed and in the queue… and this version can have cool new features, like user favorites, and requests from users who love something and want me to finish it.

I’m so forgetful. I keep trying to explain to people how much of a cheesecloth my brain is with just about everything. Without rigorous documentation, lists, and notebooks, I would be completely useless. Art is one of those places I document my thoughts and keep myself pointed in the right direction. The fourteen years I didn’t have a gallery are literally gone in my brain, artistically. I have to dig up the physical books and thumb through them to remember anything about them. So I think you can imagine my relief that this is now available… not just for you to enjoy. But for my sake, to keep myself from vanishing because I am no longer observing myself.

Right now the new gallery has 2644 images across the 42 sketchbooks (and one unfinished language notebook) I’ve scanned and uploaded… of the nearly 200 I have. I’m only just getting started. I am crazy excited, I can’t even tell you.

I have a gallery again.

I have a gallery again!

1.png?token-hash=OFM2le6FWSQrplCYRdqaQS9LfErLYuCE_NXNeyl-5I0%3D&token-time=1784764800
mcahogarth.org

Anyway, this is the part where I talk about how you can enjoy the gallery:

Every subscription and purchase helps keep the gallery open and supports our free users, so thank you so much for chipping in!

What can I say? Welcome home, my friends. Welcome back!

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Early Access is Now Live! Come Join Us on Ke Bakil!
Make your own Jokka clan and watch it thrive!

Good news, patrons! The beta for the JOKKA! game is now open! You, as paying patrons, now have early access!

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