Today was a tale of two projects — one in the depths of space, the other in the heart of the classroom.
Work on Stellar Throne felt like navigating an asteroid field with a faulty nav computer. The main nemesis? The Combat UI’s combat log, which decided to also control the battlefield zoom. Imagine trying to scroll through battle events and suddenly you’re looking at the galaxy from light-years away.
The fix meant tearing apart the screen infrastructure, carefully reassembling it without losing functionality. Once the battlefield stopped “breathing” under my mouse wheel, I ported the same fix to the main starmap. Smooth scrolling across the board now.
Other combat encounters:
It’s not glamorous work, but it’s the kind of quiet victory that makes the rest of the game shine.
Meanwhile, on the teaching front, I made big strides with ClaudeCraft, my upcoming course on AI-assisted game development. Modules 7–10 got their teaching guides, the course outline got tightened to stay laser-focused on Claude workflows (no drifting into generic gamedev land), and I even expanded it to 11 modules with some bonus content for extra punch.
I also whipped up a shiny roadmap image and, in the process, felt the course concept click into place — a clear path from AI novice to confident AI-powered game creator.
I’m still chewing on the challenge of reaching the right audience, but the bones of the course are solid and the waitlist is live at ClaudeCraft.com.
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