kbrecordzz company blog (formerly known as "This Is (NOT!) A Car Club - Blog")

260509: Movement in constant speed is created by gravity. Acceleration is movement relative to this "normal" movement created by gravity. And THAT is why you can feel acceleration while you can't feel constant speed, and THAT's also why falling from the sky doesn't show any results on an accelerometer while accelerating a car does - because the latter is real acceleration, while the first is the normal movement that you would have if you weren't accelerated in another direction by the three other fundamental forces (electromagnetic force, weak nuclear force and strong nuclear force). The only thing that can happen in the world is a particle/wave/object/movement/event happening/existing, and it can be either a normal movement or an acceleration away from that normal movement.

260508: Speed doesn't exist. Position doesn't exist. However, the relative positions and speeds between objects exist. Objects passing by each other and colliding with each other obviously happen.

Acceleration though, seems to exist regardless of anything to relate it to. It's a mystic force that just exists. Imagine one object accelerating towards another object that stands still - how can we know that object 1 is really accelerating and that it isn't object 2 that is decelerating and object 1 is standing still? The two situations are identical, at least in a world with no absolute position, but the one who's accelerating will feel physical events that the standing still one won't - it will experience the sensation of accelerating. Even if speed doesn't exist without other objects to relate it to, acceleration - the change of speed - exists completely by itself. Following that logic, acceleration can't be the change of speed, because there is no speed to change from and to. Yes, it changes the relative positions and relative speeds between objects, and I would accept if acceleration was relative just as position and speed. But the fact that the universe knows who is accelerating and who's not, and gives them different physical experiences, blows my mind.

260501: The only thing that can ever happen is a single particle, which is a wave, creating one wave of its wavefunction, or you could say one lap or cycle of its wave. This singular event performs 1 Planck's constant (a very very small value I don't remember) of action (a measure of change in the universe - unrelated to how much energy was used, how long it took or how far something traveled. Action is to energy what distance is to velocity, I think...), and these singular events come in separate packets. A singular packet contains nothing less and nothing more than one single cycle of wave, so it's unclear how we can even know it's a wave since we can't take a peek in the middle of the wave cycle and see the wave shape.

Event, object, particle, wave, all of these seem to be the same.

260428: The physics of everything we can see (Newtonian mechanics), of what we can't see (special relativity, quantum physics and general relativity), and of what exists (the smallest particles, the smallest amount of action and the shortest length). The triangle and circle are geometric shapes with magical qualities inhabited by god. A point is nonexistent, a line is one number (y = 2x), and with a triangle you can build everything else, even in 3D. Infinity somehow exists and is useful in real-world calculations despite it being uncomprehensible. Is the world run by math or is it just our tool to fool ourselves that we understand it? In the end, science just tells us what we measure and not what exists, we only know our interpretation of things and not the things themselves.

260417:

260415: Music.

260414: Sound effects

260413: Small improvements. Took "reference photos" of areas/buildings in my game to look at later and see what I can change and add.

260412: Things I couldn't do in my last game, I can do now. This means lots of unused material coming to use.


260411: A central store.

260410: More things

260409: Some longer NPC interactions / story.

260407: Simplified 3D code again, again.

260406: Simplified 3D code again.

260405: Simplified 3D code.

260329: Now you can't use WASD in BooN anymore. Because CTRL for shooting would make the combination CTRL+W (= closing the browser window) possible...

260325: Galterö

260322: Pausing production of Bankrupt game and everything else for a while. Bye!

260321: I wanted to add a thing, but it was too hard. Better luck tomorrow?

260319: game world.

260318: This song by Pour Lui: song. Great art comes from within you, when you feel something and don't let ambitions, goals, criticism, pressure, etc, come near that feeling. Then the people listening/watching will also feel that, remember it and talk about it.

260317: When the basics are laid out and proven to work, I will be able to create more of the same sort ("streamlined production" for more complex things like linear story parts, gameplay dungeons, and fun random events?). Creating a game is slow until you get momentum, and then it goes very fast. Game release before 2027? I promised myself to not have any deadlines, but can I have naive dreams?
Taking breaks, but still showing up when you need to come back the most. And don't forget to have fun.

260316 2: First, linear story part. Then, free roam part where all events can happen in whichever order the player wants. After that... Well, let's wait and see what comes after that. Which part the player is in currently will be stored in a "progress" variable (the new game is too flexible to use the old "cut value" system for knowing how far into the game you've come).

260316: Added map button to BooN.

260315: For all important events that affect other things in the game:
Where, when, how (does the event start)?
What happens after (the event is done)?
Colorize based on how much it affects the game (doesn't change anything, changes a score value, changes how you play the game continuing, changes how other events can and will happen, ...) - we need this because the raw code has too much text for the human eye and brain to grasp context and importance like this
Mark with "IDEA: sdl klasdlk jk" if something needs to be done, so it's easily searchable
"-- WRITE MORE HERE --" if you're not done documenting a section, so you can stop and continue whenever in the future
Don't document everything. Make it short but clear in human language, involving concepts from the code when needed, don't hide anything but leave things out. To make the document easy to come back to and understand even if you forget about it for 6 months. It shouldn't be too long and boring, it shouldn't be underexplained, it shouldn't assume the reader knows any context or remember what they wrote last time.

260314: my "smart and minimal way to document" depends on the reality not changing, because otherwise the documentation will stop being true. so the case for not changing existing code unnecessarily grows even stronger. i think it's time to document first when something has existed for one year without breaking or changing.

i'm thinking of having a similar "smart and minimal" document for the game content too. where things are, what can happen, what characters do, what event leads to other events, etc. because the game isn't linear and i can't test every single scenario.

260313: BooN got a small change in the level order. Now all 4 episodes have some good levels (but after 3-4 levels the bad levels come. Since this is meant to be a casual web game you sit down and play for half an hour or so without saving and continuing any progress, I think that's okay).

260312: letting ideas/things grow. everything takes its time, don't procrastinate and don't rush it

260311: doing

260310: patience. a smart and minimal way to document what i've done and what's left to do, to not create overhead and administration hell but still keep track. no trial and error - just trial, keep it, make it work, to minimize unnecessary rework.

Jun Togawa: link

I thought my project manager would be quiet, but today he said: "Finish things. Don't start new things." I suppose he means just for today.

260309: My project manager (who is also myself) has minimal involvment in my game, but today he rose up from his hole and said one thing: "Reuse buildings and areas you've already created, for your new ideas." Otherwise the creative team (also me) runs the company by themselves.

260308: work, home, and a third space

260307: showcase

260304: highhouses

260303: rich area

260302: Polish Farm

260301: Kårevik

260228: Tall & fat Hårass. Most wanted Hårass. Respect Women t-shirt.
Just Beaver Things...

260212: rebooting mind

260104: Still haven't managed to fix the overflowing HTML body...
... Now I fixed it. I needed to add "display: block" to the canvas's CSS.

260103: Coming up with solutions to the "common problems" in Meditations for creating things.

260102: Fixing inconsistency in canvas size. It overflows the screen...

260101: Fixed a good way to keep debug functions in the game while still not showing them during a normal playthrough. So that I don't have to remove it every time I publish the game (and then add it back again afterwards for editing...).

251230: pixelated Zamantha

251229: got back a picture

251228: preparing the folder

251227: found it

September - December 2025