This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.
Post your project, your progress from last week, and what you hope to accomplish this week.
If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service.

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Notes -
I finally cracked and went full AI, and it seems like my productivity went up significantly. This week we have:
One thing I forgot to mention last week, Redot came out with a new release which includes a
structdata type ingdscript, so I decided to take it out for a spin. It did help me clean up my code a bit, but on the flip side, I run right into a parser bug which would make the feature unusable had I not found a workaround. On the gripping hand, I filed a bug report, and they already fixed it, so I'm pretty impressed.It seems like I actually reproduced the main game loop of the original Alien Phobia game, and I can move on to polishing. Currently the map seems rather large for the "survival" scenario I set up, I need to add and test an escalating spawn rate, and like I said I'm completely reworking the aliens. Alien Phobia 3 had a campaign rather than just a simple survival mode, and I'm thinking of making one here as well. With the amount of enemies that can be simulated at the same time with this architecture, it would be kind of a shame to waste it on a simple survival mode. If I manage to add obstacles / terrain, I think I can come up with some interesting maps.
How have you been doing @Southkraut?
Implemented the change I envisioned last week and reorganized my visual perception behavior into what I called "plans". Simple enough, and it works just like before.
Next I'll want to push the "plan" states into the UI, and after that I want to expand with plans for movement and maybe simple strategizing.
What exactly does that mean?
I started using it for coding, not just art.
What's your method there? Small-scope AI edits, bounded modules written by AI, or no-holds-barred vibe-coding?
Well, mentally endorsed the last one, but so far the scope ended up being fairly small.
I've been finding that yes, vibecoding gets you results fast, but they're usually absolutely terrible for maintainability. Too verbose, poorly readable, inconsistent architecture and naming, etc. I've been trying to rein in my agents so they do better, but so far results have been mixed and unreliable at best. Let me know how it goes for you going forward.
Are you using Opus? I think it’s not as good as a coder who really knows how to design systems, but much better, and steerable towards decent architecture and uniform conventions.
I'm using github copilot, nowadays mostly with GPT-6.1 Sol.
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