This Is (NOT!) A Car Club - Blog

241229: planning for 2025. time for DOING and MAKING again. i have a new way of production of art & entertainment now, that uses resources as efficiently as possible, is made for constant development of itself, uses money as smart as possible (only to buy time from others), and uses my own time as reasonably as possible. i will focus on creative planning and technology/programming, and let all other tasks be either automated, based on reusable assets from old projects, or done by others. since thinking takes less energy than doing/making (generally), the time i spend on creative planning will result in more art & entertainment produced. you might think that laying more time on the actual producing would be the way to go, but NO! also, if i make anything for one game, i will reuse it in the other games if needed and possible, to not waste time, and to be able to juggle multiple projects at all. kbrecordzz is still a one-man "band"/company/conglomerate, and i'll try to make my web game console (kbz.se) come to life based on that premise.

241223: writing a tool in C that adds new "lumps" to a Doom WAD file. to test if it's possible at all to do that without crashing BOON. if it works, i can begin tackling the "too long loading time" problem, by seeing what i can remove from the game to make the game's file smaller.

241221: i found the code that checks for events in Doom. it's a function that receives a different value depending on what event it is: gun shooting, door opening, retrieving health bonus, etc. not more difficult than that. the obfuscated and minified asm.js code for the Doom game is MUCH easier to understand than the generalized Emscripten system with "web workers", "modules", etc. i still don't understand what a module is. but i do understand what a line of 500 random characters in the incomprehensible cryptic Doom code means, if i just look at it for 2 minutes. because it actually means something.

241220: trying to bypass the whole Doom game and make sound effects happen at Javascript keypress events instead. like, the gun sound effect doesn't come from the game's code signaling that the gun was fired, instead it comes from the web browser noticing that the CTRL key was pressed. it goes from keyboard to speaker without passing the game, like a spontaneous reflex that fires off in your body's nerves without passing your brain. anyway, this is because kripken didn't implement, or inactivated, sound when compiling BooN for the web. it seems like

241219: Doom WAD file is too big, loading time is too long. but seems like i can't remove anything from it without worsening the game, it's well-packed.
made a license & info page for BooN

241212: Doom WAD files. Emscripten file systems (to inspect how the WAD file is included into the game Boon/Freedoom that I'm mobile "adapting" right now).
also trying to find where the main loop is in the Emscripten generated javascript code. i think i've found it. then i can put the layout code there so the layout adapts to changes in screen size and orientation LIVE and not only when the game starts.

241210: added mobile controls to BOON/FREEDOOM (an open-source version of Doom): https://home.kbrecordzz.com/boon/
it doesn't really work yet

241201: finally added custom shader that allows me to draw infinitely many sprites in the same draw call. more environmental details! now, let's figure out a way to actually come up with and produce those details. technology is fixed, now the bottleneck is the human brain.

241126: simplifying CSS code. simple design

241124: started removing "let" and "const from game's javascript code. implemented "artificial loadtime" at the beginning (just 1 additional second!) to let the loading of terrain and images happen behind the loadingscreen, so the player won't see the "cracks in the matrix" when starting the game. it will just look good

241119: editing game code without testing it. what would that be good for? not sure, but i'm doing it now.

241108: work through my characters more. main characters need more space, so remove some side-stuff
thinking of how to company without being a company

241105: story structure v1 done

241104: web games can't be bought. because they're destined to disappear, no matter how hard i try to prevent it. and subscription will be too expensive. so the paywall for notacarclub 2 & 3 will be reverted (some day).

My projects will from now on be small & fun. I've already made an ambitious BIG thing where being BIG was a part of what it tried to be (notacarclub). To be able to do other things, more things, varied things, and to preserve my health, I will focus on the small from now on. But of course, that's relatively speaking, it will always be bigger than what I planned... So that's why I aim low, in a very philosophical sense, for the sake of it, not to win anything from it. You can still blow someone's mind with something small & simple? Or, I'll have to get rid of all kinds of ambition.

241103: Download notacarclub as ZIP archive. This marks the finished version of the game AND of the game portal. Because the ZIP download must match the actual site. Using this opportunity to close the work on notacarclub and go on with life.

241102: not focusing on goals. Just do things for the fun of it, without knowing what it will become or lead to. Then let it become something when you look back and realize what it was you actually did. Embrace the unclear

241101: kbrecordzz document. transparency into kbrecordzz, who wouldn't win on that

241030: make a thing bigger without making it more complex. complexity multiplies but addition just adds (obviously). don't make small parts that are separated but communicate with each other (modules?), that's also too complex. make separate things that _don't_ have anything to do with each other, that just lie next to each other without touching each other (like you and your wife). this requires that each of these things can be FINISHED without requiring further maintanence, otherwise the cost of maintaining will make the whole thing not worth it. you need to think "sideways", this is pretty philosophical, maybe you'll understand when you're older. this is my plan for giving my web game console kbz.se more & better art & entertainment, without resorting to complex bureaucracy.

241029: moved kbz.se from Github to Neocities. we all knew it would happen some day.
notacarclub är ALLTID på notacarclub.kbrecordzz.com och ingen annanstans. inte på kbz.se

July - October 2024