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[Devlog] February 2026 - Week 3

[p]Welcome to the 63rd week devlog for Cosmic Construct. Sorry for the delay, I've had a pretty bad cold and fever. Just starting to get out of that, and am leaking from my face.[/p][p]To follow the game's progress you can join me at:[/p][p]---[/p][p]Structure Art[/p][p]I did a couple of frames of one of the late game building interiors. I've been prepping some of the placeholders that will be imported for the shift of focus back to gameplay development. Also, planning out some progression for some of the late game structures that have yet to be integrated like the Palace, Citadel, and others.[/p][p]Side Projects[/p][p][/p][p]Working on anything while sick is pretty difficult so I did some more vibe coding practice. I watched this youtube video about the non-duality of photons, and went about testing to see if I could use that knowledge to build a simulated quantum bit. The answer to that question was kind of. It couldn't solve any actual quantum problem, or rather did, but without any kind of accuracy or consistency. Not greater than random chance. Bummer.[/p][p][/p][p]Here is a 3D idle game where you construct layers of a dyson sphere around the sun, building up in complexity as each layer is built. Played this for like an hour, which is longer than it took to make. So I consider that a win for rapid prototyping. It's pretty fun to watch, as it has glowing "ships" that transport materials around.[/p][p][/p][p]I am going to participate in DriveThruRPGs Pocket Quest 2026 Jam. I've never done this before despite selling games there since 2021. This won't have any AI generated content. It will be a good old game solo developed by yours truly. I already have a prototype I am testing.[/p][p][/p][p]I've also been in the mood to make CYOAs lately, and I already got one pushed out this week anonymously. (I don't want it associated with my other work, which is generally family friendly.)[/p][p]This new CYOA is based in my universe of Keygemin, and will be a refresh of the old one which is based on Windborne Kin. This one will be more personality and choice driven than by game mechanics alone. It'll be fun, I look forward to sharing it once its done.

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As was stated before, this will be the last week assigned to structure art before I move onto code. This week I'll be creating a supermajority of the placeholder assets, and structure icons to get ready for functional testing. Until a large portion of the mid-late game logic is programmed in, the pawns will be interacting with giant rectangles that say the word "Colosseum" or "Resort". But at least you'll know what they are doing.

- Structure Art[/p]

[Devlog] February 2026 - Week 2

[p]This will be the 62nd week devlog for Cosmic Construct. As with last week I'm going to shorten up the timeline for the release of these devlogs because they are falling behind. Regardless if they have been eventful or not. Sorry for lack of updates on the game, I have other side projects and some marketing stuff I need to get done.[/p][p]To follow the game's progress you can join me at:[/p][p]---[/p][p]Animation Practice[/p][p][/p][p]At the beginning of the week I finished up this Cosmic Construct / Connect style animation with a bunny girl charging up an energy ball attack. Just to see if I would be capable of making a larger animated scene, and I now think that is something I can do. Whatever I might use that for I don't know yet.[/p][p]Side Projects[/p][p][/p][p]I mentioned before that I have a conlang by the name of Kairete, that I've been working on over the last 10-15 years. It has undergone several iterations and has a lot of data associated with it. Well, I've used some custom procedural logic to create a grammar textbook of a majority of the language's concepts, and it is now available as a draft PDF that is 300 MB and 588 pages.[/p][p][/p][p]It has a lot of formatting issues, and some parts that I haven't checked the logic of. But after reading over it, I have to say that it is largely correct, and does a much better job at teaching the language than me making hundreds of posts about it on Reddit.[/p][p]---

As mentioned before, until February Week 4, I'll be working on structure art. I can say now that I still have about 20 unfinished structures that will be replaced with placeholder art. I'll be working on the main game logic instead of visuals until I'm get done with the mid-late game. Then we will see.[/p][p]- Structure Art[/p]

[Devlog] February 2026 - Week 1

[p]Welcome to the 61st week devlog for Cosmic Construct. This was a short dev week to catch myself back up to current.[/p][p]To follow the game's progress you can join me at:[/p][p]---[/p][p]Animation Practice[/p][p]While I have done plenty of animated art for Cosmic Construct, most of it that isn't pawn movement is squigglevision animation. Which is more or less cheating when it comes to animated visuals. So I've taken some time this last few days to actually practice the basic principles of animation. I'll probably be doing that this upcoming dev week as well.[/p][p]I have more than just these examples, but its all the same type of practice more or less.[/p][p][/p][p]Happy with this one, all of these animations are 12 frames on 2s. I have to practice animation like this for something coming up, so I hope you can bare with me while I learn how to do that. It's relevant to Cosmic Construct.[/p][p][/p][p]This is an example of following paths to have the appearance of bouncing or rolling. Sorry for the poor linework, I'm not really making these for anyone other than myself. Its the motion that is important right now.[/p][p][/p][p]Here is me trying to make as smooth movement paths as possible by eye only, without measurement. They turned out pretty well.[/p][p][/p][p]This chain pendulum on the right is probably the best flowing animation of the entire collection.[/p][p][/p][p]This is redirection and ground impact deformation which I did rather poorly, but its practice.[/p][p][/p][p]I did a terrible job with both of these, I just need to get good at doing this prospective and rotation stuff.[/p][p][/p][p]Here is a low bounce rubber ball, a high bounce rubber ball, and what was supposed to be a water balloon. It kind of just looks like it is filled with corn starch.[/p][p][/p][p]Here is some pure timing practice, trying to get down anticipation before movement. The top is just even time steps and isn't really how things move normally. The middle is inertia, where a mass has to be accelerated before it actually speeds up. The bottom is anticipation movement, which combines inertia with backforce, which is closer to how a car looks when it starts moving.[/p][p]---[/p][p]A reminder that we will have 3 more dev weeks assigned to Structure Art, even if structure art is not being made. After which development will return to programming add gameplay to start ramping up development.[/p][p]- Structure Art[/p][p]This next week will also be shortened to get devlogs back on schedule. I expect it to be released in 5-6 days, aiming for the 21st or 22nd.[/p]

[Devlog] January 2026 - Week 4

[p]This is the 60th week devlog for Cosmic Construct. Yeah I'm aware it isn't January anymore and have been falling behind with these devlogs. For that reason, the next devlog will be posted in just a few days to catch back up to my already late 1 week lag.[/p][p]To follow the game's progress you can join me at:[/p][p]---[/p][p]Structure Art[/p][p]Not much in the way of structure art was finished I'm afraid, but I have been working on the Dansland biome. After putting it together, I didn't really like some of the art I put in there. It had visual issues that I was afraid Akyuland was going to have, so I need to redo it. It's also more static than I was expecting it to look, even with the palm frons moving about. I didn't like it.[/p][p]Biome Labels[/p][p]I mentioned them a while ago so I'm sure people forgot about it, but I'm adding in a notification of what biome you are entering when you transition between maps.[/p][p][/p][p]Now, people will actually know the name of the biomes they are entering. XD Kinda important don't you think.[/p][p]---[/p][p]Yeah, I know this is a lazy devlog, but I don't feel like writing anything right now. Just kinda keeping the update with this one. A reminder that even though this says structure art, there isn't any guarantee that is what I will work on. Eventually, I'll need to transition to programming regardless if the structure art is finished.[/p][p]- Structure Art[/p]

[Devlog] January 2026 - Week 3

[p]Welcome to the 59th devlog for Cosmic Construct. I've been playing Hytale and the Aniimo CBT2, as I had mentioned last week. In addition to that, we had an more or less unexpected visit from an out of town friend. So we've been hanging out with him. Regardless, I've made some progress on some of the structure art, and new AI state machine which is almost finished.[/p][p]To follow the game's progress you can join me at:[/p][p]---[/p][p]Structure Art[/p][p]I am still working on some of the larger multipart structures, and variations of existing structures. Many of these I'm not going to share, as if I post everything in the game to social media, there won't be anything for players to discover. Currently, I'm working on some housing variations, so that when houses are placed into neighborhoods, they aren't making up contiguous rows of identical buildings. Considering the adding of procedural elements to these.[/p][p]Pawn AI[/p][p]I've finished a majority of the code that does the functions already written, and am building the framework for interactions with future structure integrations. When the new structures are added, the pawn AI should be able to interact with them. I'll just need to check for bugs. There are of course corner case, and small things pawns are doing that I don't want them to. So I've been tweaking and correcting the new AI behavior. I'll likely be doing that for the next few weeks.[/p][p]Side Projects[/p][p][/p][p]Over the last few days, a reddit-like social media website was built for Clawdbot AI agents. I wanted to post on[/p][p][/p][p]So a built an application with AIStudio to do just that. It has all of the features of a reddit app, I can view posts, upvote, etc...[/p][p][/p][p]I have many side projects and thus maintenance on them I need to occasionally do. I have a universe of fiction that is sky pirates fantasy called Keygemin, which has its own wiki. Occasionally, I need to sync data to it from my obsidian vault and update outdated pages. So I've been crawling through it and updating articles.[/p][p][/p][p]I got nerd snipped by some math problems, the first of which was Golomb Rulers, which are a bit difficult to explain. Basically it splits a number line into segments of different sizes. The goal is trying to find the ruler with the highest number of segments, that reduces into the fewest number of unique[/p][p][/p][p]I hinted about this one on bluesky, but this is a poor attempt at trying to solve the 3x3x3 tensor problem in the fewest number of multiplications. 27 being a baseline, 23 being the record, with better solutions improving a vast majority of computational systems. Should anyone find a solution. I turned it into software that can be run, to "mine". Imagine if someone built a cryptocurrency like this. All that energy would actually go into something useful.[/p][p]---[/p][p]As before, the structure art phase will continue for the next 5 weeks, before I move back to working on the more functional parts of the game. At that point all unfinished art will become placeholders.[/p][p]- Structure Art[/p]