A developer journal on the first FDC Tracker prototype—Raspberry Pi, touchscreen, kiosk mode, and the UI and design limits that led to a ground-up rebuild.
Early notes on a core RPG system—classifying emotions and personality traits into a matrix that shapes affinities, abilities, and how characters (and AI) can be influenced.
Exploring a VR forging system where weapon quality depends on the player’s real hammer swing—velocity, direction, and heat—turning crafting into a physical, skill-based mechanic.
Progress update on WalkerTrack: why I’m rebuilding the FDC operations platform from the ground up, what the new architecture will fix, and what I’m working on next.