Slow Progress – Projects lined up

What’s Happening at Game in the Brain

Here’s a peek behind the curtain at everything I’m juggling this month. From Godot game builds to web apps, certification quests to crowdfunding plans—it’s all moving forward at full speed. Buckle up, because there’s a lot to cover!


1. Godot Project Finale

• Sync the Latest Files

Pull down the newest commits and assets so I’m working on the freshest build.

• Spin Habitat Exports

  • World Generator & Space Combat:
    Everyone who bought the paid versions gets immediate access to the new “Spin Habitat” scene.
  • Ship & Hangar:
    Exclusive to Space Combat backers—these assets go live in the in‑game hangar only.
  • E‑Book Bonus:
    The standalone Hangar module will be bundled into the upcoming Mneme e‑book.

2. File Organization & Cleanup

• Owlbear Rodeo‑Compliant Deckplans

Nicco took FB feedback to heart—our TL9 200 DT merchant PPT decks are now truly “plug‑and‑play.”

Why bother? Better UX means fewer support requests and happier players.

• Upload to Mneme Space Combat & Ko‑fi

  • Files to Publish:
    • Blender scene
    • Deckplan PPT
    • Portrait PPT
    • Sample renders
    • Master spreadsheet
  • Ko‑fi Bundle:
    All cleaned‑up assets plus the MgT2e conversion stats sheet will live at ko-fi.com/gameinthebrain.

3. Kicking Off the Mneme World Generator PWA

• Week of April 21: Team Onboarding

  • Meet the student devs.
  • Walk through the PWA scaffold and core features.

• Support Setup

  • Dedicated project email inbox.
  • Shared ChatGPT account for real‑time coding help.

• Interviews & Training

One‑on‑one skill assessments followed by system‑wide coding standards and workflow sessions.

• Budget & Milestones

  • Advance payment on kickoff.
  • Completion bonus tied to deliverables.

4. Certification & Parallel Development

• Netgate pfSense Fundamentals Cert

  • 100 questions, 70% passing score.
  • Goal: finish before deep‑diving into the Object‑Design system.

• Mneme Object Designer (MODS)

  • Modular tool for ships, vehicles, habitats, robots, and gear.
  • This is a Mass- based Design System instead of Displacement Tonnes.
  • This uses Delta-V Budget Calculations and will focus mostly Reaction Drives and some Ion-Drives. There is no Graviics and the layout and operations will be based on 0G living or Spin Habitat living.
  • Runs alongside the World Generator PWA—aiming to sync finish dates (yes, I’m gambling on that).

MilestoneTarget DateOwner
Latest Godot build syncedApril 25Justin
Deckplans & assets uploadedApril 26Nicco
MWG PWA student onboardingWeek of April 21Justin
pfSense certification completedEnd of AprilJustin
MODS mechanics alpha releaseMid‑JuneJustin
Public beta WG‑PWAMid JuneTeam
Word Generator PWA marketingJulyJustin

Quick Tips:

  • Block 1 hour/day for pfSense prep. Consistency trumps cramming.
  • Automate file uploads with a simple script to save time.

6. Crowdfunding & Next Steps

  • Ko‑fi Goals: Run a proof‑of‑concept sale of the Godot POC and WG‑PWA teaser.
  • MODS‑PWA Kickoff: Once WG‑PWA is stable, start the Object Designer web app.
  • Marketing Push: Nicco and Prynze will craft visuals for both apps—ready to share on Ko‑fi and socials.

I really want to do Hard Sci-Fi World Building – but these tools are necessary to be consistent, and even Ruggedize the Setting so that even Players can really have the Procedural Game experience. More importantly, I have to be patient and Create Tools everyone can use – and use these Tools to FUND the project along to be self-sustaining, so that I can go into the Deeper Hard sci-fi world building.

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