Orbiting the Sun-Earth L2 Lagrange Point

Just a project site for some of my hobby coding projects



The Thirty One Lieutenants of Sorcerer Bedsui

Fight your way through the tower, defeating first Bedsui's lieutenants and then him

Title Screen Instructions

The Thirty One Lieutenants of Sorcerer Bedsui is a Java roguelike, created as a prototype to show off novel, squad-based combat mechanics. Currently in a fully playable state. I am hoping to incorporate feedback into a more ambitious game in the future.




Haft Schroedinger Chess

*Haft Schroedinger Chess* is a chess variant with rules inspired by quantum mechanics. Like traditional chess, it is a combinatorial game, meaning it is both deterministic (no random chance at all) and has no hidden information.




Townsfolk Are Tasty

You awake, surrounded by occultists. 'We offer you our services, master'! And served they did - as food - but you're still hungry... This is my entry to the 2018 7DRL challenge.




Recent Development Updates [RSS]


Townsfolk Are Tasty Screenshots
Posted on 08 March 2018

You awake, surrounded by occultists. ‘We offer you our services, master’! And served they did - as food - but you’re still hungry…

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Re-Balancing Bolt Attacks
Posted on 23 February 2018

This week I spent most of my development time just playing and enjoying my game, but I did get around to re-balancing Long Bows and Spells, the two bolt based attacks in the game. Having spent most of this year so far working out user interface issues, this is the first update this year to make changes to the actual game mechanics.

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Dynamically Resizable Game Window - Part 2
Posted on 16 February 2018

The dynamic sizing overhaul is finished! Now players can resize the screen freely, with the font size and widget layout adjusting themselves responsively.

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Dynamically Resizable Game Window
Posted on 08 February 2018

This week I started an overhaul of the game’s windowing code to allow dynamic resizing. Hopefully I’ll fufill one of the requests made in my reddit Feedback Friday.

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New Year, New User Interface - Part Three
Posted on 01 February 2018

It took a solid month of coding, but the new mouse based interface is in a playable state (check out the latest release!!), and I’ve ripped out the last of the old command line code. I know the last two updates were minimal, so for this update I’m going to take more time to show off the new features and explan the thing behind the changes I made.

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