Getting back to #EDCgame after a long hiatus. Aside from RL distractions, I'd been struggling getting up a debug dashboard to inspect and tune the simulation. I'm just not a front end guy.

Much like getting a level editor built for #voxxon, #claude was the perfect tool, scaffolding a dashboard in less than an hour, vs. the week or two I'd spent previously trying to do it by hand.

Now to back out my previous #flecs spike and put in #ArchECS based on my CitySim.js experiments.

Vibing Voxxon - A Zaxxon inspired isometric voxel space shooter

Creating a retro-arcade space shooter in browser using Claude Code
#iloggable #blog #gamedev #voxxon
https://claassen.net/geek/blog/2026/04/vibing-voxxon---a-zaxxon-inspired-isometric-voxel-space-shooter.html

Vibing Voxxon - A Zaxxon inspired isometric voxel space shooter - claassen.net

Creating a retro-arcade space shooter in browser using Claude Code

As is so often the case, the last 10% take 90% of the time. #voxxon, the game engine, is finished. But crafting the levels and doing gameplay balancing is rather time consuming. I could have made this a procgen endless runner, especially since my levels are basically assembled from blocks, but I feel that a hand-crafted finite level set is more true to the inspiration. #gamedev
Learning how to use `doctl` to deploy #voxxon to Digital Ocean as my trial balloon for taking my personal projects off AWS.

Did some AWS housekeeping, because I knew I had a bunch of things sitting around getting billed. Doing the audit made me realize how much base cost I incur just for any access to fargate. ALB, NAT Gateway, VPC, ElasticIP, etc. Add to that that ECS is such a ceremonious pain to work with. I really just want to manage everything with kubectl, but EKS is not affordable at my scale.

So i'm standing up the #Voxxon leaderboard on Digital Ocean K8s to see if might migrate there.

Past week's #voxxon progress: Added credits, instructions and high scores to the attract rotation and finished the last obstacle, the laser barrier.

Mostly bug fixes and level play testing left. #threejs #gamedev

With my recent experience with #threejs for #voxxon, i decided to consider switching to it from #godotengine for #EDCgame. Not because of any godot deficiency but because the web fits my client/server goals better.

Before committing to that path I went back to my fork of Daniel Geenheck's CitySim.js. I had already separated the simulation from the presentation and just pushed some changes that move the the sim to the server using CQRS https://github.com/sdether/simcity-threejs-clone
#gamedev

GitHub - sdether/simcity-threejs-clone: SimCity clone written in JavaScript

SimCity clone written in JavaScript. Contribute to sdether/simcity-threejs-clone development by creating an account on GitHub.

GitHub
Currently storing high scores for #voxxon in browser state. But it’s heading to the server next which poses some spoofing issues. Planning to use a per game session token plus per level telemetry to validate score posts. Not spoof proof but enough of a barrier for a fun project #gamedev

Almost finished with game logic for #voxxon, my vibe-coded voxel re-imagining of the arcade classic Zaxxon. Just need the energy barriers, then the rest is polish and tuning. Not bad for 3 weeks of ~2 hour nights. Definitely less than 40 hours into this.

Once it's ready, i'll host the game on my site and open up the github repo. This has always been more of a test of whether #claude code is up to the #gamedev tasks I have for it than anything else.