dgbaumgart
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dgbaumgart.bsky.social
dgbaumgart
@dgbaumgart.bsky.social
artist, game designer, art director, writer, independent game developer, he/him
working in games since 2007
formerly Gaslamp Games, currently mostly Starsector

https://www.dgbaumgart.com/
https://dgbaumgart.itch.io/
Found it. (And fixed 3 other bugs while at it.)

Creating a "new" item during loading a game would double-add itself to the master item list. Each item has a UID which is its index in this list.

And that is how the turnip held by Wormsy could copy itself over into the index holding Kreeee's helmet.
November 29, 2025 at 7:05 PM
It works now except Kreeee's helmet turns into a turnip when you load the game.
November 28, 2025 at 9:11 PM
Oh, right. Thanks, me.
November 28, 2025 at 8:18 PM
OK, we're good now. The turnip works.

(Save-then-load blew up, but we'll get to that.)
November 28, 2025 at 8:02 PM
help my game is now spawning hundreds of turnips (well, data entries) because it can't find anywhere valid to put them!
November 28, 2025 at 7:56 PM
And it was caused by an extra quote mark which nuked the next 5 lines of script calls, somehow. I need to... add some kind of error checking for this.

...later.

Let's get this dang inventory working first! We need to be able to hold that turnip!!!
November 28, 2025 at 7:29 PM
In conclusion: stealing a turnip is no small matter!

(Oh yeah, didn't even get to "character has item at place on map to fulfill objective", but that'll be relatively easy because it'll just be a new type of dialog rule check. Once all the structures are in place, the logic for w/e becomes clear.)
November 23, 2025 at 9:01 PM
(Continued)
- script to add item to character
- ...and add item to character to wield
- collection of wielded items needs to know # of item slots per wield-type
- ... what happens if you try to shove item in full wield slot?
- also item collections for locations! (to drop items into when overflowed)
November 23, 2025 at 8:57 PM
Tutorial scenario: goblin steals huge turnip.

To *have* a turnip, we need inventory data distinct from the UI test-hack; I left this as a TODO :(

So:
- need concept of item collections
- save/load items by uid
- save/load of collections of uids
- ordering in collections
- wielding vs. inventory
November 23, 2025 at 8:55 PM
dev:
- made prettier next turn widget
- added Well Fed status so if a goblin EATS during an interaction, they can skip the snax cost of turn upkeep. (There's a whole 'food clock' mechanic to add time/resource pressure.)
- fixed minor gameload error
- cleaned up unused data reqs in some script calls
November 22, 2025 at 9:35 PM
Basically: making the game easier to play and easier to create content.

Next step is to finish the "Scenario 0" tutorial - requires a new feature to work, which is NPC tokens that navigate using behaviour flags - and trigger their own events when intercepting player tokens! Lots of new fun there.
November 21, 2025 at 9:19 PM
Knocking out a bunch of dev-kibble:
- cleared a bunch of TODO items due to adding proper timing system to UI transitions and camera movement
- moved dice check data in-line with dialog; all in one place is easier than jumping btwn two spreadsheet tabs
- fixed up some important in-game visual cues
November 21, 2025 at 9:17 PM
If you look close you can see a subtle moving grain effect on the bg art. Considering more motion effects up all the way up to parallax layers and a sort of pan back and forth. Easy to make too much work for myself polishing this stuff though - I've got the rest of the game to finish, too!
November 21, 2025 at 6:59 PM
In Fun Art Land, I've been working on finishing up this swamp painting, which is where the goblins live. Because it's sticky and stinky?
November 14, 2025 at 4:58 PM
Haha, excellent!

(And, well, Gargoyle was inspired by going out drinking with some nonbinary folks. Glad the characterization landed, def. took a bit of a swing but I Had To.)
November 13, 2025 at 4:25 PM
You were right.
November 13, 2025 at 3:56 PM
See, what's funny is Daud is never described as short, he just *looks taller* in the official propaganda!

IIRC the original ideas was kinda an inverse riff on "Napoleon was short" when he was probably more or less average height.
November 13, 2025 at 3:40 PM
Hey, that's where I first learned to code! Art school, even. A mess of C and Java then really took off w/ Python + Pygame/Pyglet. (Later, Lua at Gaslamp, then C# with Unity.)

You've got lots of time to figure it all out! And FWIW I can't start a Java project from scratch, never learned that part...
November 13, 2025 at 3:26 PM
It's not so bad, especially because @amosolov.bsky.social handles all of the actually complex stuff (and I have him to check my code if anything is weird!) -- it's just like a stricter and more archaic version of C#, kinda. (I mean, rather more to it than that, but this is from my perspective.)
November 13, 2025 at 3:20 PM
If you want to go deeper, Rules is basically an implementation of this talk: www.youtube.com/watch?v=tAbB... with, hm, Starsector-specific implementation. (note: a circa-2012 definition of "AI" there)
AI-driven Dynamic Dialog through Fuzzy Pattern Matching
YouTube video by GDC Festival of Gaming
www.youtube.com
November 13, 2025 at 3:18 PM
Starsector is Java via Eclipse; its dialog (and a bit more) scripting is it's own system usually called "rules.csv" which is pretty extensive and does Java calls as needed. Rules I do via Google sheets.

Otherwise C# and Godot for my own projects. (But C# is p. much Java so who's counting.)
November 13, 2025 at 3:14 PM