Dev Log

A market that fits in one hand

First committed 28 Sep 2026, 04:24
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A market that fits in one hand

A clickable portrait mock of the player market: Buy and Sell tabs, a full-height item grid for a new listing, a quantity and price composer with a simulated keyboard, SOLD cards and an offline state, at two phone sizes.

Approved and built.

Edited for the Dev Log
  • Removed the links to the crafting study and a repo README, and the note that the choices await review
  • Added the map credit for the backdrop

First committed 28 Sep 2026, 04:24.

All entries

9 September

  1. The first week, in screenshots

11 September

  1. Day one: two generated boards

13 September

  1. The player market

14 September

  1. Three checkpoints
  2. Startup, guest and account screens
  3. World navigation: strip or floating
  4. Visual identity: three brand directions

15 September

  1. Worker roster and cancel

16 September

  1. Working at home: Mill, Bakery and a Care Bench
  2. Hometown: a village above the world
  3. The Hometown grows
  4. The request board

18 September

  1. Wooden traps and biscuit bait
  2. Crafting and creature field guide

20 September

  1. Round one: four ways it could look
  2. Making the map's roads and borders read
  3. The map at night
  4. Round two: one world, three finishes, four hours
  5. Beamed down from Hometown
  6. Water: depth, fish and things that glow
  7. Where you are: the player marker and the ring

21 September

  1. Small life: fireflies, butterflies and birds
  2. Terrain references: shores, rocky Stonefield and roads

22 September

  1. Landmarks: the market, Energy and Water
  2. Capture ladder viewer

23 September

  1. The pin bounce when tapped
  2. Dance-Off capture scene
  3. Menus for the capture loop
  4. When the connection drops
  5. Icons, portraits and pins
  6. Market and Settings as windows

25 September

  1. Biome horizons: hiding the edge of the map
  2. Biome ground: how each biome's terrain could look

27 September

  1. Fewer taps to hire a worker
  2. Quarries and ore: material groups for custom 3D
  3. Single finds on the map

28 September

  1. From crafting menus to production lines
  2. A market that fits in one hand
  3. Production lines on the real screens
  4. Icons and buildings for production

29 September

  1. Choosing Hometown's camera
  2. Could Hometown be 3D?

30 September

  1. Relit billboards: one Kitchen, lit at runtime
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