Troy Martin
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beeferikson.bsky.social
Troy Martin
@beeferikson.bsky.social
Owner, CTO at Beef Erikson Studios | Senior Project Reviewer at Outlier AI
Self-taught developer of 10+ years, lost track. Extreme archivist / researcher of all things gaming starting with Atari 2600 on. Living cartoon creating things.
Pinned
Bio time 😀👍

I'm an agoraphobic programmer who loves a good video game and lots of greenery. I've decided to commit to the #100DaysOfCode challenge to hone my skills further.

I'm also a #GameDev who slowly is developing a retail game.

I post daily on my progress and nerdy things that catch my eye!
Caught something horribly nasty from company visiting; been dealing with temps above 100F (at 102.8 at one point, yikes) for the last several days.

Bit better but still very sick. Be back to the project soon!
January 17, 2026 at 1:40 AM
Database has been successfully migrated into the new system (always a panic) that the admin panel will be completely managing from here out.

The actual game is kind of broke at the moment as I implement changes (new git branch), but making progress. Admin page being created now!

#indiedev #gamedev
January 14, 2026 at 6:12 PM
Today is some mental work. Figured I'd keep up with the daily posting though.

I'm figuring out the best way to handle the admin panel. It's basically going to be what builds the game from here on out.

Excited to get it done as things will fly after this!

#gamedev #indiedev #everquest #engine
January 13, 2026 at 3:27 AM
Finally, I'm ready to show some actual footage! UI is completely done until final polish. Debug mode on which shows the pathfinding.

Got company for the week, but I'll have a more in-depth recording with voice soon.

v0.3.12 released! Patch notes in reply

#indiedev #gamedev #everquest #engine
January 12, 2026 at 5:02 AM
I decided to do some UI changes before heading into the admin panel after looking through my notes again.

It's not quite final (I have some functionality to add), but I think the improvement is definitely a positive.

Thoughts / comments / questions / ideas?

#gamedev #indiedev #webdev #everquest
January 10, 2026 at 7:03 AM
Hey hey hey, lookie lookie! ALL known bugs are now fixed and several improvements in process. Big patch this time, took up more than one screenshot.

Finally on to new features! Next I'm working on the admin panel to access classes/skills/stats etc

#indiedev #gamedev #everquest #webdev #engine
January 8, 2026 at 11:36 AM
Alright, so I've been trying to nail down this last bug related to my pathfinding and made my astar file a complete mess.

So I factored everything out of these that wasn't directly related to A* itself and am now fixing everything back to where it was.

HOPEFULLY I'm nearly done

#indiedev #gamedev
January 8, 2026 at 6:14 AM
Realized I haven't given a screenshot in a while. Most of the work last several days has been optimizations and bugfixes, so not too much has changed.

However, it's been a moment and I like to refer back to screenshots now and then.

Debug on and off

#indiedev #gamedev #webdev #everquest #engine
January 7, 2026 at 5:57 AM
Optimizations now complete! I noticed it was taking 400ms+ to start and run the game. Obviously this isn't wanted (nor should be nearly that high); figured out the problem (I was being dumb, big shock) and cut it down to ~100ms.

On to a couple bug fixes then more functionality!

#indiedev #gamedev
January 6, 2026 at 5:50 PM
So I've been playing #everquest lately as part-research, part-fun, part-break activity (my 'roguelike' is heavily heavily based off EQ).

Just acquired this and I know what I'll be doing for a while. Also, this is DEFINITELY going into my game, probably sooner than later.

#indiedev #gamedev
January 6, 2026 at 3:43 PM
Holy cow I finally fixed the bug that has been plaguing me. Created another one but that will be in the next round of bug fixes.

Very nearly comfortable showing a video of the game in its current state. That being said, patch note time!

#indiedev #gamedev #webdev
January 6, 2026 at 1:40 PM
Found the vitest vs-code plugin shortly before quitting for the day yesterday.

Super nice for unit testing; you can "watch" tests so whenever there is a code base change, it will automatically run the test(s).

Very useful!

#gamedev #indiedev #webdev
January 6, 2026 at 10:00 AM
Also, there's an incredibly annoying bug I have been trying off and on for two days with my A*. It very randomly decides to take two steps instead of one. I haven't determined a reason or pattern for this yet.

I've never console'd so hard in my life.

#devlife #indiediv #gamedev
January 5, 2026 at 2:52 PM
Day of the Refactoring

Found a couple of really nice algorithms that GREATLY improved A* is rendered. Particularly nice for my use case where I have the possibility of many things following me at once

Huge performance increases and better CSS handling with variables.

#gamedev #indiedev #everquest
January 5, 2026 at 11:57 AM
"Final" patch note UI changes until I get to prettify stage. A single update modal and a multi-update modal. I think I got the styling to where I'm pleased enough to move on (this was more time invested than I'd care to admit.)

(also, as I was doing this I saw another 😅)

#indiedev #gamedev #webdev
January 4, 2026 at 7:23 PM
New feature hype! Easier for not only the internal testers but easier for me to show you folks patches.

Win / Win! \o/

#gamedev #indiedev #webdev
January 4, 2026 at 12:34 PM
Well this is fun. Got a visualization for my code base based on line-count. This is a combination of AI and a VSCode plugin (line counter).

Have some pretty graphs and such.

#gamedev #programming #chart
January 3, 2026 at 10:26 PM
_Finally_ have fixed all my (known) combat bugs and have completed "Phase 3". Debug mode on. Vid coming soon!

- Fully fleshed basic combat system
- A* pathfinding
- Character creation with multiple races/classes
- Authentication (OAuth in works)

#screenshotsaturday #gamedev #programming #webdev
January 3, 2026 at 3:09 PM
Did some refactoring to the combat system today and removed some old code. All tests now passing. There's a couple nagging bugs in the combat system that I'm going to tackle tomorrow but everything else is great!

Progress! \o/

#gamedev #programming #webdev
December 31, 2025 at 3:11 AM
Well, 9-some hours later and I very nearly fixed everything. Nap time and hopefully will kick the rest of these out.

#programming #gamedev
December 29, 2025 at 1:29 PM
When one line of code clears up over 50 test cases...

#programming #gamedev
December 29, 2025 at 4:06 AM
Okay, I have pretty much the perfect workflow going on now. I've been a busy, busy boy.

Some sneak peaks at what's happening.

#gamedev #typescript #webdev #unittesting #testing #programming
December 28, 2025 at 5:06 PM
Sorry I've been quiet. I got hit stupid hard with illness (finally better now I think) and then a bunch of holiday-related RL stuff (got to see Trans Siberian Orchestra live, that was awesome!)

I've been playing with new tools and decided to start a #gamedev project to test.

#everquest #roguelike
December 26, 2025 at 8:08 PM
Well, #Rust is a very interesting language. A lot easier to work with than C/C++, in my opinion. It has a lot of interesting language features I haven't seen elsewhere either.

Here's today's notes and a simple guessing game in Rust. I might continue to look into this now and then!

#programming
December 12, 2025 at 4:14 AM
So here's something I REALLY like about Rust. This is how you would compare a variable to another.

It's the small things.

#programming
December 12, 2025 at 2:09 AM