Galaxy10 – The AI Aimed Using Screen Coordinates
Fire kept missing a cat standing still — not because either piece of code was wrong, but because the same position was being expressed in two different coordinate systems. Why aiming on… Read entry →
Development notes
A chronological record of shipping Call the Cat, rebuilding Galaxy in Unity, and learning what each decision costs.
Fire kept missing a cat standing still — not because either piece of code was wrong, but because the same position was being expressed in two different coordinate systems. Why aiming on… Read entry →
Development with an AI runs across days, and every conversation eventually ends mid-task. Here’s the work-ID system — one number tracked across the plan doc, the fix checklist, the daily log, and… Read entry →
I asked the AI to fix the boss’s fire attack. It also removed the body-contact damage — a rule I never named because it was already working. The checklist that keeps that… Read entry →
I do not write code. When an AI changes my Unity game, it is only allowed to commit the files that one task touched — never everything at once. Here is the… Read entry →
Galaxy Devlog #06 · Read the Galaxy build log I do not write code, and I cannot read it. I am building Call the Cat: Galaxy, the Unity sequel to a game… Read entry →
Galaxy Devlog #05 · Read the Galaxy build log I do not write code. I cannot read it either. I am building Call the Cat: Galaxy, the Unity sequel to a game… Read entry →
My first game had 895 sprites. Copying the files into Unity was the easy part — the sizes, origins and frame counts did not come with them. Read entry →
My sequel promises forty planets, but the project contains only ten planet data files. This is how data expands the route without multiplying maintenance. Read entry →
Why my Unity port now begins with one rule: do not improve the original. Read entry →
I stopped two AI coding agents from undoing each other by giving each one a folder it owns. Read entry →