News

To make this site less static (so it appears more legit), I'm adding a news section. Go back.

Thursday, September 8, 2016

Shit, guys. It's been like a year and some change and I keep forgetting to update the news page. There are some new writings over on the writings page. I've added the 99 Words project as a permanent TODO, so, excitingly, you should see more things coming there.

Almost more importantly, I've got a few scripts written for a webcomic. I want to get started on something, but some of the logistics are more than a little difficult. Also, guys, being funny is really hard.

I've also renewed hosting here for another year and begun more serious work on a MUSH-style project (Τ: Real- MK 2?) with both a web interface and (soon) a traditional telnet-based interface. Still working on what's going to differentiate it from all the thousands of projects currently hanging out in cyberspace. More to come, as always.

Tuesday, May 12, 2015

Wow! When I signed up for web hosting, I vowed myself that I would use it for content hosting. I've been abusing the box as a server for things. It's really handy. I've set up a generic e-mail catch-all so anything to zeasgo.net or barkmurger.com will get funneled into the same inbox.

Problem is, I've got ideas for server-based games (currently a MUSH project written in Clojure codenamed Τ: Real), but not the time or wherewithal to execute it. I guess we'll see.

Saturday, November 22, 2014

Another month's passed and there's not much news. I've been working pretty hard on a secret side project and doing some traveling for work. To appease you nameless masses, there's a new game on the projects page— a JS arcade-style shooter.

Also! On the projects page, I've finally fixed and retrofitted SpaceSim to work in modern PHP. Unfortunately, I realized there's still some work to do on it.

Saturday, October 4, 2014

Piggybacking on yesterday's AWESOME news, today, the site went under some reorganizing! Homepage is a bit sleeker. Consolidated the Z8 stuff under the rest of software projects.

Friday, October 3, 2014

I've copied everything from SDF to the new zesago.net. It's running on its own dedicated server doing fantastic things. SDF right now is mainly going to be used for backup stuff and its other non-HTTP-related services. This is exciting.

Wednesday, September 17, 2014

Added a quick abstract animation. "Quick" as in it took an hour to write the code (including learning isosurfaces in povray), but long in that it took three days to render. Results are on the CG page. There have also been a few new entries to 99 Words since the last news post.

Monday, April 21, 2014

I'm finally nearing the end of one of my projects, and it feels good. It's an Emacs Lisp tutorial that includes, hopefully, some helpful examples. I want to turn it into a YouTube series and see what happens. It needs a little proofreading first.

Otherwise, there are a lot of projects I want to start or continue including a raytracer in Elisp, and a huge-scale game that takes place in a gigantic, procedurally-generated universe (like Elite, but text-based and perhaps more interesting). There's also the same old things: a new version of Harrow has actually been started, and ActionMUSH is still potentially viable, but I keep losing inspiration.

Sunday, January 19, 2014

I had previously forgotten that I posted An Inhospitable Gray. I made some minor revisions. I've been fumbling around for some more interactive fiction worth writing. I've started three different projects: "Slant", implemented in Emacs Lisp, "Action MUSH", a server written in Java and MySQL, and another episode for Harrow. I don't see all of these having a future, but I feel a sort of revulsion to all the games coming out. With the resources of computers nowadays, something really kick-ass in a text-adventure form factor seems inevitable.

Let me take a couple seconds to say more about this: The IF community churns out a pretty mixed bucket of things. Even the giant Infocom had some fundamental problems in grasping players. I've been meditating about this and chasing my own tail a bit. Creating a huge world seems like a fun project until all the myriad details need to be filled in. Procedural worlds feel bland and dead. Short, arcade-style things in text are relatively unheard-of and very interesting... after all, this is the reason why Harrow exists in the first place, but it doesn't advance the state of the art. My dream is for someone to log into Steam and ultimately want to drop money on a game that's just text. It can be fancy and formatted (in fact, I'd prefer it that way), but it's gotta be big and grand and over-the-top and I'm not in a position to make that at the moment.

Tuesday, December 3, 2013

So, today is the day that the News section is being added. The site has come a long way. Last week, I updated the font from Georgia to one called "Cabin". It uses some CSS3, which is new-to-me and kinda cool. The main point of this post (besides the novelty of having a "News" section) is to address content due to be added:

There are a lot of old programs that I've written— mainly in QBasic— that will probably find a home here at some point in the none-too-distant future.

Also worth mentioning, I've put in the first 50K of Tetrion, a new novel that will undoubtedly appear in the writings after some editing. November was a crazy month with both jobs and Tetrion keeping me from sleep.

The last thing in the to-look-out-for category, but farther down the road: I realized that I've made a few Quake 3 maps in the past, and I'm actively working on a rocket-launcher-based set of maps for Quake 1 (tentatively called "Launch"). When and if they're ever finished, they'll be on this site, too!