December Adventure 2025
The following in my journal for the December Adventure. The most recent post will always be a the top. You can jump to the start here.
December 1st (Day 1)
You are at the latest entry.
(Day 1) Day Dreaming
I've been apart of a langdev project for the past year now called Nova. I've mostly been exploring different textual representation. My latested daydream for a syntax. May not implement this in december as I've already got Wul.
note: search for the number 7 in the stack labelled "pile"
find 7. pile: 1 3 8 4 2 7 9 0.
[ find $x. pile: $x? position: $n ] {
results: $x at $n
fix pile.
}
[ find $x. pile: $y. position: $n ] {
position << ($n + 1). find $x.
pile explored: $y
}
[ find $x. position: $n ] {
results: $x not found in pile.
fix pile.
}
[ find $x? ] {
position: 0
}
[ fix pile? pile expored: $x ] {
pile: $x
}
(Day 1) Drawing
Happened to be out and about on Black Friday, there was a (terrible) discount on some (cheap) 12 pack canvas. Figured they could be fun with my crayons. And they were! Streched canvas was kinda the wrong choice here.
A city on a sunny day.
Wax pastel on canvas.
(Day 1) Random Stuff
Ending the day setting up some repos for a LOVE project. Shooting the shit with June and Yumaikas about Nova. Dreaming up some fun ideas.
November 30th (Day 0)
I have a weird habit of making drawing tools.
A drawing program made with LOVE design around floating text boxes and a canvas with two layers.
I've probably made a dozen of these things if not more. It's often the first thing I think to do. Lately, I've been feeling unsatified with the process of making interactive art.
An interactive art tool built in LOVE designed around flick-like point and click games.
A lot of tools make the Art secondary. Many developers shy away at the vary thought of building even the most rudimentary drawing tool. Most interactive art tools are limited to tile-based games.
A proof of concept drawing tool with a text area below the drawing area.
I've never felt satified with this tile-oriented design. The projects that had inspired my jounery into making games were Flash projects, weird hodgepodge projects like Peen Peen, concepts like SOUP-likes, and projects like 50 SHORT GAMES.
Isn't weird how no visual noval engine lets you pause a scene and start drawing stuff? If you know one, please hit me up.
Projects like Paradise and kooltool have always facinated me as means of crafting interactive art. There is no seperation between the art, the application development, and world. Projects like Decker get close, but ultimately push you into "building software".
An example of one issue with Decker. When the script editor is pulled up, Decker will obscure the current card. X-ray mode can be used to see what's underneath, however, it only shows widgets. Additionally, every widget will be stripped of its appearance. Decker also has a "prototype editor" (prefabs in Unity lingo and Scenes in Godot lingo). However, this just compounds the problem. Prototpes are edited in a backrooms enviroment further removed from the main card.
Building interactive art and games has been rough this year. A bulk of my work is sexual. Pornographic is you will. And, the space has been devistated. Again. And, again. And again, for years.
With a full time job, I have little extrinsic motivations to actually deal with software, it's "engineering principles", and "programming language theory". None of it has made making art easier. And, I don't think any of it will.
This December, I want to mess about with making interactive art tools using LOVE. I'm not building tools for software, I think there is enough of that. Especially if that software is a database interface.
(back to latest day)