yukirij
yukirij.kumorizora.net
yukirij
@yukirij.kumorizora.net
Tinkering, worldbuilding, systems, and engineering.
Connoisseur of natural/military sciences, speculative fiction, and bio/ero/natural horror.
(occasional mature topics)
クリエイターやシステムの事
evebin.com · kirisame.com · dzura.com
Spent some time over the last few days re-implementing the planetary terrain system (still working on regional LoD).
I integrated the algorithm from my hex terrain generator and, while not perfect and missing biomes, the output has been reasonably consistent in quality.
#gamedev #procgen
September 24, 2025 at 12:40 AM
Been working on a small game project with some friends for the last month.
While my knowledge of Unity is still lacking, I have gotten a fair amount of practice with systems architecture and exporting Rust libraries to C#. I also made quite a few improvements to my configuration language.
September 6, 2025 at 5:04 AM
Making progress on a rework of my computerized 'role-playing' system. The core goals of this system are to prioritize differentiation in character design over long-term progression; improve influence in high-complexity interactions; and operate on dynamic, database-derived content. 1/
#gamedev
July 24, 2025 at 10:45 PM
先日はサンフランシスコ動物園に一日写真を
June 30, 2025 at 5:46 AM
Considering adding a rectangular board view for those that do not like looking at hexagons, though I will need to substantially overhaul the visual design (this version only changes tile shapes). In particular, I find diagonal movements are harder to visualize than with hexagons.
#gamedev
June 20, 2025 at 10:50 PM
Started writing entries for a sort of fantasy field guide for the worldbuilding project. Visuals will depend on my game dev progress, but text is a start.

Here is my working draft of one such entry (warning: mature topics).
kirisame.com/Natural_Surv...
Thoughts/suggestions are always appreciated.
June 13, 2025 at 5:59 AM
Added point of interest distribution and cost-based, closed path generation.
The results are still messy and expensive to compute but should at least be workable.
Also added information displays for paths and pathing weights.
Next I want to compute remote nodes for faction placement.
#gamedev
June 4, 2025 at 8:23 PM
Canvas drawing was getting slow, so I converted my terrain generator to WebGL, along with a few other usability improvements.
Also modified the procedure slightly to improve map consistency.
Now looking into algorithms for terrain analysis and location/path generation.
#gamedev
June 3, 2025 at 2:13 AM
Working on a design for a persistent, Risk/PlanetSide-inspired 'conquest' mode for the board game service.
Current iteration uses a hex grid overworld map in which players construct, move, and deploy armies to reinforce and invade territories.
This mode also features a broader selection of pieces..
May 31, 2025 at 5:50 AM
Realized I could implement an enumerated union type for the data library based on its tuple type (had been complicated by the system's use of a reverse interior type tree), though I have yet to determine solid representation and usage patterns..
May 15, 2025 at 5:35 PM
I have seen some discussion comparing AI to game engines, and (disregarding the moral/privacy considerations) I see the biggest difference as a matter of responsibility.
Game engines have the backing of experienced engineers, while AI companies generally skirt all liability for their output..
May 13, 2025 at 8:18 PM
Perhaps I had a little too much fun mocking up the domain client application...
yagura.app

多分、最近のマンガやアニメの消費量がちょっと過剰になっていますかな、況して…

At least content with how much easier TypeScript+Lit has been to manage, though I have yet to implement any back-end communications.
May 7, 2025 at 9:35 AM
Reposted by yukirij
CGチーム「ニトロアーツ」企画原案による新作ゲーム『Dolls Nest( #ドールズネスト )』を、本日2025年4月24日(木)、Steamで配信いたしました!
store.steampowered.com/app/1839430/...

あなたは少女型機械「鎧化兵」となり、超巨大人工建造物「ホド」に挑みます。道中に立ちはだかる困難を乗り越え、世界の謎に迫りましょう。

#ニトロプラス がこだわりを詰め込んだ本作を、ぜひプレイしてください!

公式サイト
www.nitroplus.co.jp/game/Dolls_N...

#NITROPLUS #DollsNest
Dolls Nest on Steam
Dolls Nest is a 3D action game where you can customize mecha girls and explore a ruined world. As a Frame Unit, your adventure will pit you against the gigantic autonomous factory world of Hod. Overco...
store.steampowered.com
April 24, 2025 at 4:48 AM
Throwing together a simple vector graphics editor while getting used to TypeScript+Lit.
Was in need of an image format for icons and emoji for the messaging client, so this seems like a reasonable starting point.
Granted, it can only handle simple polygons at the moment.
April 29, 2025 at 9:40 PM
Finally decided to put together a Patreon page, as integrating payment processors is not currently viable.
Not sure how often I will post there, and it will be a while before I have any paid benefits, but it is a start.
www.patreon.com/posts/welcom...
Welcome! | Atelier Kirisame
Get more from Atelier Kirisame on Patreon
www.patreon.com
April 24, 2025 at 1:34 AM
Putting more thought into designing a component attachment system for a "combined arms expedition game".
I have thus identified physical attachment and control routing as two key elements of the system. Attachment needs to account for a variety of parameters, while routing is more generic.. #gamedev
April 23, 2025 at 7:56 AM
Starting to encounter syntax collisions in the configuration language, now that I am trying more complex expressions.
The good news is most of them have only required simple usage restrictions.
I figure it is inconsequential to require encapsulation for schema definition inside a branch condition.
April 13, 2025 at 6:32 AM
Configuration language is working sufficiently (meaning full of bugs and poor design decisions but otherwise passing limited testing), so I am finally getting back to writing the domain communication service.
Currently aiming to improve subsystem management over my previous implementations.
April 4, 2025 at 2:32 AM
As a practical test, I have updated my markdown server to use the configuration language, so now the websites can run from a single executable.
The configuration automatically reloads on modification, so I only need to push content/configuration changes to update most site content.
March 27, 2025 at 9:41 PM
Configuration language is coming along well.
Finally have basic structure and instance construction working, though I still have a lot of edge cases and debugging to deal with.
Should be close to being able to test the library in other applications.
March 22, 2025 at 9:57 PM
After receiving ads in my notifications, I have finally ditched Windows on my desktop machine.
Now just debugging some minor issues in a few Steam games and seeing if I can get GF1/Exilium to run on Fedora.
Otherwise liking the workflow improvements, even if some things can be a little unstable.
March 12, 2025 at 7:37 PM
Picked up a Raspberry Pi Pico 2 recently and have been playing around with USB/HID.
Made a simple 8-button controller (no axes yet), though I am a little disappointed with the lack of generic HID support in games.
February 17, 2025 at 11:47 PM
Reasonably content with some of my checkmate puzzles for my 'chess variant', though it is proving difficult to make them meaningfully different—not to mention validation.
One- and two-move puzzles are not bad (making them nontrivial is harder), but I have managed a couple four-move puzzles.
#gamedev
February 4, 2025 at 6:58 AM
Took a day to write the better part of a configuration format parser (in Rust), as my existing options felt too verbose or lacking.
Writing a state machine for tokenization is simple enough, and the basic grammars are not too bad, though I have yet to implement any kind of complex expression.
January 28, 2025 at 12:17 AM
Threw together a very rough concept of a 'versatile machine pistol' for the worldbuilding project.
Design has a lot of flaws (not my area of expertise), but the direction suits my preferences for a 'sidearm'.
Goal was somewhere between the MP7 and Flux Raider, with a 'less obtrusive stock'.
January 20, 2025 at 9:48 PM