Thinking

Some notes on systems, architectures, and decisions from building Chain Crisis and Warpgate Ventures.

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Why I Built Kittyledger

I got tired of typing receipt data into spreadsheets. So I built a Telegram bot that reads receipts with AI and extracts the data automatically.

Tactical Movement Types in AI Combat

Our AI kept looking robotic—move, stop, shoot, repeat. The fix was thinking about *when* characters move relative to *when* they act. Turns out, military doctrine has been solving this problem for centuries.

Design Principles for Long-Term Game Systems

Some patterns that help keep game systems maintainable as projects grow. These aren't just coding standards—they're decisions about how to structure code so it remains maintainable and extensible over years of development.

Chain Crisis: Building a Single-Player MMO

Designing Chain Crisis to feel like a "single-player MMO"—dense with systems, persistent progression, and meaningful player choice. This is the gameplay philosophy behind the combat, progression, and world systems.

AI Tactics System

A data-driven AI behavior system for Chain Crisis that allows NPCs to make intelligent combat decisions through configurable rules, difficulty scaling, and emergent behavior.