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I'm a digital content creator from north-east Ohio. Take a glance at my work below, and become a patron.

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• Storage UI for storing items. Its flexible grid size allows it to work on any texture.
• Added a spatial grid for optimization. Works brilliantly for collision.
• Object can have a shape for collision detection (Box, Circle, etc).

I've had time to do some art assets, too. Pictured: Anvil, mailbox, starlight flower, blue tulip, pink flower, yellow flower.

My Week:

• Camera can focus on clicked objects instead of the player, floating relative to mouse.
• Added proper object selection. If two objects overlap, the one with highest depth (top-drawn) is selected.
• Storage object UI (pictured).

@fribbledom if you like, I'm pretty sure you'll also be intrigued by

• Code for chat bubbles (pictured).
• Goal-oriented AI completed.


Next: Polish existing features, various world textures, object selection code, character code, pathfinding code.

Future: Pause UI (simple overlay), escape key UI, message UI, dialogue UI, professions.


• World UI framework complete, allowing me to easily create interfaces in the game world.
• Using the above, added a crafting table UI (pictured).

Crafting is functional! I have a bit more to work on, but very happy with it's foundations.

If holding an item, clicking on the crafting table will send the item to the next available input slot. If none exists, it's spat back out. Shortcut!


• Changed AI system to make use of a priority number. Highest priority goal is done first.
• Currently working on crafting. The UI is in the game world rather than the "screen". Video soon!

Got a simple creature in the game. Currently uses less than half of what I've got coded into it. Not using ObjectMemory, ObjectStorage, etc.

A temporary NPC animation, partially inspired by the character from Journey.

Temporary character design for the Merchantry alpha. Inspired by Journey's character. Barrel and pot for size reference.

Here are some more objects, plus some grass tiles. Happy with how all of them turned out.

Sidenote: Look for this week's update early. I'm going to try to post it Wednesday evening or Thursday afternoon.

𝐒𝐮𝐦𝐦𝐚𝐫𝐲: Here's the (almost) final inventory for Merchantry. Aeta UI will be updated to version 1.1 soon.

• 𝐂𝐮𝐫𝐫𝐞𝐧𝐭 𝐆𝐨𝐚𝐥𝐬: Crafting UI, game world textures and code, character art style.
• 𝐅𝐮𝐭𝐮𝐫𝐞 𝐆𝐨𝐚𝐥𝐬: Pause UI (overlay), Escape key UI, Message UI.

I've added some wacky effects to the UIs when they're dragged around. Horizontal influences rotation, vertical influences scale y. This applies to dragged items, too!

Tell me what you think.

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