Dev Log

Round two: one world, three finishes, four hours

First committed 20 Sep 2026, 18:18
Open on its own

Round two: one world, three finishes, four hours

Three answers to one brief: bold light in the world, a completely flat interface. Playset is a smooth toy diorama, Relief a faceted low-poly model with an atlas-like interface, Miniature a tilt-shift tabletop whose two interface colours follow the hour. Each shows one view at dawn, midday, golden hour and night.

The Playset world later became the reference look for the terrain work.

Edited for the Dev Log
  • Removed the links between the boards; the tabs replace them
  • Reworded text that was written as notes to a reviewer
  • Left out the status line and an instruction to mix the boards

First committed 20 Sep 2026, 18:18.

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
Back to the Dev Log