<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:atom="https://www.w3.org/2005/Atom">
  <channel>
    <title>Wiley Wiggins</title>
    <description>Wiley Wiggins lives in a cool, mossy underground cave with several giant salamanders.
</description>
    <link>https://wileywiggins.com//</link>
    <atom:link href="https://wileywiggins.com//feed.xml" rel="self" type="application/rss+xml"/>
    <pubDate>Thu, 12 Mar 2026 19:10:35 +0000</pubDate>
    <lastBuildDate>Thu, 12 Mar 2026 19:10:35 +0000</lastBuildDate>
    <generator>Jekyll v4.4.1</generator>
    
      <item>
        <title>Grotto down</title>
        <description>&lt;p&gt;&lt;a href=&quot;https://mudroom.rip&quot;&gt;mudroom.rip&lt;/a&gt; is currently giving error 500’s after login. Hopefully it wasn’t doing this while my Concordia application was being reviewed. I doubt it’s being looked at currently but I’ll investigate the issue.&lt;/p&gt;
</description>
        <pubDate>Mon, 02 Mar 2026 10:21:12 +0000</pubDate>
        <link>https://wileywiggins.com//2026/03/02/grotto-down.html</link>
        <guid isPermaLink="true">https://wileywiggins.com//2026/03/02/grotto-down.html</guid>
        
        <category>dungeon</category>
        
        <category>grotto</category>
        
        
      </item>
    
      <item>
        <title>DMK 0.9b</title>
        <description>&lt;p&gt;This is me putting everything that bogs the game down in a single level for stress testing
Dungeon Mode Kit 0.9b update. See the &lt;a href=&quot;https://codeberg.org/wysiwyggins/Dungeon-Mode-Kit/src/branch/main/CHANGELOG.md&quot;&gt;CHANGELOG&lt;/a&gt;.&lt;/p&gt;
</description>
        <pubDate>Wed, 21 Jan 2026 21:00:33 +0000</pubDate>
        <link>https://wileywiggins.com//2026/01/21/dmk-0.9b.html</link>
        <guid isPermaLink="true">https://wileywiggins.com//2026/01/21/dmk-0.9b.html</guid>
        
        <category>dungeon</category>
        
        <category>dungeonkit</category>
        
        <category>studio</category>
        
        
      </item>
    
      <item>
        <title>flexible?</title>
        <description>&lt;p&gt;can your roguelike toolkit run Conway’s game of life?&lt;/p&gt;
</description>
        <pubDate>Wed, 21 Jan 2026 21:00:33 +0000</pubDate>
        <link>https://wileywiggins.com//2026/01/21/flexible.html</link>
        <guid isPermaLink="true">https://wileywiggins.com//2026/01/21/flexible.html</guid>
        
        <category>dungeon</category>
        
        <category>dungeonkit</category>
        
        <category>studio</category>
        
        
      </item>
    
      <item>
        <title>dmk embed test</title>
        <description>&lt;p&gt;Haven’t been posting about dungeon mode kit because it’s moving too fast and I already keep a &lt;a href=&quot;https://codeberg.org/wysiwyggins/Dungeon-Mode-Kit/src/branch/main/CHANGELOG.md&quot;&gt;changelog&lt;/a&gt; and do daily private posts in obsidian. I need to think about when it’s beneficial to do public posts again, probably when I’m back in a school context with advisors or playtesters (If I’m lucky enough to be back in that scenario).&lt;/p&gt;

&lt;p&gt;Testing loading specific prototypes to embeds. I made a Jekyll include that should load dungeon mode prototypes into posts if I call them in the frontmatter.&lt;/p&gt;
</description>
        <pubDate>Wed, 14 Jan 2026 15:38:34 +0000</pubDate>
        <link>https://wileywiggins.com//design/2026/01/14/dmk-embed-test.html</link>
        <guid isPermaLink="true">https://wileywiggins.com//design/2026/01/14/dmk-embed-test.html</guid>
        
        <category>dungeon</category>
        
        <category>dungeonkit</category>
        
        <category>studio</category>
        
        
        <category>design</category>
        
      </item>
    
      <item>
        <title>studio notes Dec 15 2025</title>
        <description>&lt;p&gt;Dungeon Mode Kit - Development Log (no version number yet)&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/dungeonkit_12-15-25.png&quot; alt=&quot;test level&quot; /&gt;&lt;/p&gt;

&lt;p&gt;Turn Engine, Shadows, and Core Systems&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Turn Engine&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Implemented a turn-based system using ROT.js Scheduler.Simple. All actors with a &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;personality&lt;/code&gt; or &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;controlled&lt;/code&gt; attribute are added to the scheduler and take turns in sequence. Player-controlled actors lock the engine while waiting for input; AI actors execute their personality behaviors automatically.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Observer Mode&lt;/strong&gt;: When no player-controlled actors exist (or when the player dies), the game enters observer mode. Turns auto-advance at a configurable speed (&lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;turn_speed&lt;/code&gt; in prototype.json, default 50ms). Press Space to play/pause, Escape to reload.&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Shadow Rendering&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Added &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;addBaseAndShadows()&lt;/code&gt; to draw diagonal shadows beneath floor tiles when the darkness mechanic is disabled. This is based on the previous roguelike prototype and the tile drawings I’ve been doing.&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Void and Death&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;When an actor moves onto a tile with no floor the actor’s &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;fall()&lt;/code&gt; method is called.&lt;/p&gt;

&lt;p&gt;Added &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;getValidMoveDirections()&lt;/code&gt; for sighted actors to avoid void tiles when pathfinding.&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Item Pickup and Inventory&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Refactored inventory to be per-actor rather than a global prototype setting. Actors now have an &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;inventory&lt;/code&gt; attribute (integer) that determines how many items they can carry. Actors without this attribute cannot pick up items.&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Maze-Room Passageways&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Rooms generated by the wildcard system now detect adjacent maze paths and omit walls at those positions, creating natural passageways. The wildcard processor now explicitly processes mazes before rooms to ensure floor tiles exist for intersection detection.&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;
    &lt;p&gt;Other Changes&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;Fixed &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;getAttribute()&lt;/code&gt; to return &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;undefined&lt;/code&gt; for missing keys instead of &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;false&lt;/code&gt;&lt;/li&gt;
  &lt;li&gt;Updated &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;removeEntity()&lt;/code&gt; to properly destroy PIXI sprites when entities are removed&lt;/li&gt;
  &lt;li&gt;Added bounds checking to shadow rendering helpers&lt;/li&gt;
&lt;/ul&gt;
</description>
        <pubDate>Mon, 15 Dec 2025 15:26:35 +0000</pubDate>
        <link>https://wileywiggins.com//2025/12/15/studio-notes-dec-15-2025.html</link>
        <guid isPermaLink="true">https://wileywiggins.com//2025/12/15/studio-notes-dec-15-2025.html</guid>
        
        <category>dungeon</category>
        
        <category>dungeonkit</category>
        
        <category>studio</category>
        
        
      </item>
    
      <item>
        <title>Dungeon Mode Kit</title>
        <description>&lt;p&gt;&lt;img src=&quot;/images/dmktest.png&quot; alt=&quot;DMK test pattern&quot; /&gt;
This is project start for &lt;em&gt;Dungeon Mode Kit&lt;/em&gt;, a set of tools for prototyping games within the Dungeon Mode.&lt;/p&gt;

&lt;p&gt;Right now this is an attempt at a more intentionally designed version of the &lt;a href=&quot;https://wileywiggins.com///grotto_roguelike/&quot;&gt;roguelike experiment&lt;/a&gt; I did last year, which used &lt;a href=&quot;https://ondras.github.io/rot.js/hp/&quot;&gt;Rot.js&lt;/a&gt; for maze drawing and pixi.js for rendering, but did some very elaborate (and brittle) stuff to draw height (walls and characters are two tiles high instead of looking directly down at a grid of single tile entities) and to draw these hard angular shadows out of tiles based on the walkable map. The result was kind of overly specific, crashy, and the way it built levels meant that I could never properly get saving and reloading levels to work, resulting in a single-floor prototype.&lt;/p&gt;

&lt;p&gt;After that experiment I have a better idea of what I would like- something much more flexible, able to both display authored tilemaps using &lt;a href=&quot;https://www.mapeditor.org&quot;&gt;Tiled&lt;/a&gt; and proceral rot.js mazes together in the same level. Something totally attribute based where I could do different goals, skills, etc on each level. Basically each level is a different game built with the same tools, loading a json file to configure it. Something almost between &lt;em&gt;Baba Is You&lt;/em&gt; and a roguelike, where if no actor has a player controllable attribute, the level would play as a cellular automata animation.&lt;/p&gt;

&lt;p&gt;The goal here is that a book version of the Dungeon Mode would have tools ready for me to make small prototypes of each chapter topic, so there are small conceptual prototypes on those themes, game-a-week style.&lt;/p&gt;

&lt;p&gt;This first pass has Tiled .tmj file loading working, rendering to the canvas, (including animated tiles), and the base classes (entity, actor, item). There’s also stubs for things like saving state between levels, but I am actually not sure I care about anything other than loading the games (it might be a cool easter egg to have a change in one prototype affect play in another but it could also be distracting) I’m going to take this fairly slow, but hope to have something functional by fall.&lt;/p&gt;
</description>
        <pubDate>Wed, 26 Nov 2025 13:15:09 +0000</pubDate>
        <link>https://wileywiggins.com//2025/11/26/dungeon-mode-kit.html</link>
        <guid isPermaLink="true">https://wileywiggins.com//2025/11/26/dungeon-mode-kit.html</guid>
        
        <category>dungeon</category>
        
        <category>dungeonkit</category>
        
        <category>studio</category>
        
        
      </item>
    
      <item>
        <title>Video archive annotation tool</title>
        <description>&lt;p&gt;&lt;img src=&quot;/images/S88/s88videoTool.png&quot; alt=&quot;s88 video manager interface&quot; /&gt;
Created an electron app so Danny and I could both tag, merge and edit the subtitles of the clips in the video archive. I feel like engagement with the archive is an activity that will lead to better ideas on how to activate it for players. Some ideas forming between the two of us about game mechanics related to memory, collecting, media, obviously in concert with Danny’s work on &lt;em&gt;The Little Database&lt;/em&gt;&lt;/p&gt;
</description>
        <pubDate>Sun, 23 Nov 2025 18:46:18 +0000</pubDate>
        <link>https://wileywiggins.com//2025/11/23/video-archive-annotation-tool.html</link>
        <guid isPermaLink="true">https://wileywiggins.com//2025/11/23/video-archive-annotation-tool.html</guid>
        
        <category>S88</category>
        
        
      </item>
    
      <item>
        <title>Grotto v 1.0.5 update</title>
        <description>&lt;h2 id=&quot;105--framerate-independence&quot;&gt;[1.0.5] – framerate independence&lt;/h2&gt;

&lt;h3 id=&quot;fixed&quot;&gt;Fixed&lt;/h3&gt;

&lt;ul&gt;
  &lt;li&gt;PIXI.js flipbook animations now run at consistent framerates across different monitor refresh rates and power management modes using performance.now() timing&lt;/li&gt;
  &lt;li&gt;now preventing the map hotkey from intruding on text entry like notes or character greetings&lt;/li&gt;
  &lt;li&gt;tapping the attract mode animation on a tablet continues to /game/play&lt;/li&gt;
&lt;/ul&gt;

&lt;h3 id=&quot;changed&quot;&gt;Changed&lt;/h3&gt;

&lt;ul&gt;
  &lt;li&gt;Better new character creation footer link behavior, wait to show options till all are ready, show a working sign, prevent trying to make a new character when there are already 8&lt;/li&gt;
  &lt;li&gt;some filtering on history events in character view&lt;/li&gt;
  &lt;li&gt;use local storage for positions of items and occupants in room to prevent shuffling on actions and page reloads&lt;/li&gt;
&lt;/ul&gt;

&lt;h3 id=&quot;added&quot;&gt;Added&lt;/h3&gt;

&lt;ul&gt;
  &lt;li&gt;added a feedback sound for trying locked doors&lt;/li&gt;
  &lt;li&gt;Cors middleware&lt;/li&gt;
&lt;/ul&gt;
</description>
        <pubDate>Sun, 26 Oct 2025 19:02:12 +0000</pubDate>
        <link>https://wileywiggins.com//2025/10/26/grotto-v-1.0.5-update.html</link>
        <guid isPermaLink="true">https://wileywiggins.com//2025/10/26/grotto-v-1.0.5-update.html</guid>
        
        <category>grotto</category>
        
        
      </item>
    
      <item>
        <title>Soccerthon88 1.1a version notes</title>
        <description>&lt;h2 id=&quot;unreleased-11a---2025-07-07&quot;&gt;[unreleased, 1.1a] - 2025-07-07&lt;/h2&gt;

&lt;h3 id=&quot;added&quot;&gt;Added&lt;/h3&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;em&gt;Save and Continue&lt;/em&gt;
    &lt;ul&gt;
      &lt;li&gt;Switched to a persistent clock that continues when a game is not running, with periodic save and continue to load.&lt;/li&gt;
      &lt;li&gt;Title screen now gives New Game and Continue as options instead of player modes.&lt;/li&gt;
      &lt;li&gt;fatigue is applied to players on game load, when all players are asleep the game is over&lt;/li&gt;
      &lt;li&gt;numerous tweaks and fixes across most of the scripts.&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
&lt;/ul&gt;

&lt;h3 id=&quot;known-issues&quot;&gt;Known Issues&lt;/h3&gt;

&lt;div class=&quot;language-plaintext highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;- seeing some issues determining who gets a kick when the ball is out or someone scores
- loading games will need a lot of testing
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;
</description>
        <pubDate>Mon, 11 Aug 2025 14:58:40 +0000</pubDate>
        <link>https://wileywiggins.com//game/2025/08/11/soccerthon88-1.1a-version-notes.html</link>
        <guid isPermaLink="true">https://wileywiggins.com//game/2025/08/11/soccerthon88-1.1a-version-notes.html</guid>
        
        <category>S88</category>
        
        <category>prototype</category>
        
        
        <category>game</category>
        
      </item>
    
      <item>
        <title>Studio Notes 6-18-25</title>
        <description>&lt;p&gt;Daniel Scott Snelson and I will be speaking remotely at DIGRA2025, Wednesday, July 2nd, about &lt;a href=&quot;https://wileywiggins.com///soccerthon88.html&quot;&gt;Soccerthon88&lt;/a&gt;, our artgame/documentary project in development. &lt;a href=&quot;https://easychair.org/smart-program/DIGRA2025/2025-07-03.html#talk:276943&quot;&gt;Abstract here&lt;/a&gt;.
&lt;img src=&quot;/images/05AC98D9-C05B-4E1A-9C2B-6E077FAD61A8-740-00003FEDF8FECE77.png&quot; alt=&quot;soccerthon pattern text experiment&quot; /&gt;
&lt;img src=&quot;/images/7C37819B-6D22-48D7-94C6-A68DBED388B0-740-00003FEEDA80C329.png&quot; alt=&quot;soccerthon pattern text experiment&quot; /&gt;&lt;/p&gt;

&lt;p&gt;I’m keeping as busy as I can as the world continues to burn, to the delight of the apocalyptic death cult that controls capital and is only willing to spend it on eternal war and conquest.&lt;/p&gt;

&lt;p&gt;I’m in the last two weeks of an &lt;a href=&quot;https://thebrooklyninstitute.com/items/courses/new-york/architectural-experiments-revolutions-in-design-in-person-4-2/&quot;&gt;online class at the Brooklyn Institute of Social Research&lt;/a&gt; about architectural experiments, with the goal of understanding Manfredo Tafuri’s critiques of architectural avant gardes better. This is early research for an expansion of my “Arcology Mode” thesis writing into a book that would follow a “Dungeon Mode” book.&lt;/p&gt;

&lt;p&gt;The class has been really informative so far, there’s been great background on early utopian thinkers and this week has been devoted to the context and architecture of Red Vienna.&lt;/p&gt;

&lt;p&gt;Also doing some light carpentry work for household stuff, but it’s so hot now and I don’t have many tools so it’s slow going.&lt;/p&gt;

&lt;p&gt;I can’t remember if I posted about it, but I took part in the &lt;a href=&quot;https://itch.io/jam/discmaster-jam&quot;&gt;DiscMaster game jam&lt;/a&gt; last month. It was a week long jam to make games using Archive.org’s enormous store of CD-ROM materials. Here’s the game I made: &lt;a href=&quot;https://wysiwyggins.itch.io/the-museum-of-opportunity&quot;&gt;The Museum of Opportunity&lt;/a&gt;.&lt;/p&gt;
</description>
        <pubDate>Wed, 18 Jun 2025 14:48:00 +0000</pubDate>
        <link>https://wileywiggins.com//game/2025/06/18/studio-notes-6-18-25.html</link>
        <guid isPermaLink="true">https://wileywiggins.com//game/2025/06/18/studio-notes-6-18-25.html</guid>
        
        <category>studio</category>
        
        <category>S88</category>
        
        <category>prototype</category>
        
        <category>museum of opportunity</category>
        
        
        <category>game</category>
        
      </item>
    
  </channel>
</rss>
