shader sketchbook
monthly ritual: one shader, one page of notes. dithering, raymarching, UV folds.
codex_01a dark-mode quest log for game development
Welcome, traveler. miris.quest is the quiet chamber where game-development ideas convene at the witching hour. Pull up a stool. Open the journal. The lanterns are lit.
tune jump arcs and animation cancels until the controller hums. notes on input buffering, coyote time, easing curves.
fragments of fictional kingdoms drawn in ink. how to seed lore without the dreaded codex dump.
a vertical-slice diary. five weekends, one playable demo, lessons in scope discipline.
monthly ritual: one shader, one page of notes. dithering, raymarching, UV folds.
codex_01tiny prototypes of combat rhythm. attack, react, recover -- the eternal triangle.
codex_02hand-drawn maps converted into tile sets. how rough sketches become navigable terrain.
codex_03state machines for stories. branching dialogue without losing the thread.
codex_04spent forty hours on a stamina meter. removed it in five minutes. the player never noticed it gone -- which means it was never the right system. a quiet lesson in the difference between depth and decoration.
a single floppy disk at the corner of the screen. a tiny ritual that says "your hours matter." designed three variants this week. chose the one that felt like a friend.
flow fields are shaping room shapes now, not just particles. organic dungeons emerge from the same noise that paints these backgrounds. there is a unity in this.
If this quest log resonates, leave a sigil. share a draft, a question, an in-progress prototype. the lanterns burn brighter when read by another.