Warren Devlog
- February 7, 2026
Day 19: LibPureFiction Is Dead, Long Live Warren
Renaming the entire framework from LibPureFiction to Warren — 232 files across two repos, one website, and zero backwards compatibility shims.
- January 30, 2026
Day 18: Modular Building Shells
Automating the generation of complete architectural shells from room definitions — walls, floors, ceilings, and shared wall resolution.
- January 29, 2026
Day 17: The Resolver Pattern
Building a generic resolution system for geometry classes, and testing it with a complete modular house layout.
- January 28, 2026
Day 16: Building a Cathedral
Adding rotation to the geometry system and stress-testing it by building the Lichtervelde Cathedral with CSG boolean operations.
- January 27, 2026
Day 15: Declarative Geometry
Three iterations on a geometry definition system in one day — from MapLayout to GeometrySpec to Factory — each one simpler than the last.
- January 26, 2026
Day 14: Orchestrator Composition and Beam Weapons
Fixing a startup race condition with two-phase initialization, adding power storage for weapons, and composing orchestrators hierarchically.
- January 25, 2026
Day 13: The Great Privacy Refactor
Converting every component to closure-based privacy, adding weapon systems, and rebuilding demos — the biggest single-day refactor yet.
- January 14, 2026
Day 12: The Turret System (and Learning When to Rewrite)
Building a complete turret system from composed components, scrapping a monolithic Projectile, and discovering that signals solve everything.
- January 13, 2026
Day 11: Framework v2 Begins
Starting a ground-up rewrite of the component system with proper node architecture, registries, and filter-based queries.
- January 10, 2026
Day 10: Waves and Architecture Cleanup
Adding wave-based spawning with difficulty scaling, a central Router for NPC behavior, and a major project structure refactor.
- January 9, 2026
Day 9: Screen Transitions, Cameras, and Invisible NPCs
Adding cinematic polish with screen transitions and an isometric camera, plus solving a maddening invisible NPC bug.
- January 8, 2026
Day 8: Input Focus and Modal Windows
Refactoring input handling to support modal UI, plus a unified styling system that covers both GUI elements and 3D parts.
- January 6, 2026
Day 7: Run Modes and Tutorials
Adding game modes, a tutorial system, and dealing with the consequences of a GUI layout system that's too clever for its own good.
- December 30, 2025
Day 6: Building a CSS-Like GUI System
We built a complete code-driven GUI system with CSS-like styling, responsive layouts, pseudo-classes, and migrated every UI element to use it.
- December 29, 2025
Day 5: The Stage-Wait Boot System
Solving initialization ordering once and for all with a phased boot system that replaced scattered race condition fixes.
- December 28, 2025
Day 4: Bug Hunting in Production
Fixing duplicate script execution, destroyed instance errors, and adding a notification ticker — all bugs that only appear in published games.
- December 27, 2025
Day 3: Marshmallows, Backpacks, and Production Bugs
Adding real gameplay feel with tool mounting, HUD indicators, and immediately hitting our first production race condition.
- December 26, 2025
Day 2: Building the Game Loop
The Orchestrator, GlobalTimer, and LeaderBoard come together to form the first complete game loop.
- December 25, 2025
Day 1: A Christmas Bootstrap
The framework gets its first real architecture — a self-bootstrapping System, Rojo sync, and the first gameplay assets.