Categories
Artificial Intelligence Games Programming What I’m Up To

“Eternal Grind”: My agentically-coded homage to “Progress Quest”

Feeling nostalgic for the 2000s? Need a little amusement? I’ve got the agentically-coded thing you need: Eternal Grind!

Experience it now! Point your browser at accordionguy.github.io/eternal-grind/, then sit back and enjoy the adventure as the game plays itself for you. No effort required, and no time lost to the grind that other online role-playing games bring.

Screenshot of “Eternal Grind,” later on in the game.
A screenshot of Eternal Grind, later on in the game. Click to view at full size.

Once again, it’s here: accordionguy.github.io/eternal-grind/.

What’s Eternal Grind all about?

Eternal Grind is my version of Progress Quest, a parody of the popular 2000s game (and devourer of nerd lives) EverQuest. Unlike EverQuest, which was a multiplayer, Dungeons and Dragons-inspired role-playing game with a cluttered dashboard that required your full attention…

Screenshot of an Everquest game in progress.
A screenshot from EverQuest. Click to view at full size.

Progress Quest was a zero-player Dungeons and Dragons-inspired role-playing game that required no attention at all. It did keep one key aspect of EverQuest: the with a cluttered dashboard. Here’s a screenshot of the game in all its Windows XP glory:

Screenshot of Progress Quest, a Windows XP game made up entirely of list views and progress bars.
Progress Quest! Click to go to the official Progress Quest site.

Eternal Grind is my homage to Progress Quest. Like Progress Quest, it aims to be the ultimate “zero-player” RPG experience, providing all the dopamine of a legendary quest, but with absolutely none of the effort.

In the spirit of today’s best workflows, Eternal Grind automates the entire heroic journey, from slaying fantastical creatures like Literal Metaphors to hoarding  fabulous artifacts such as the Scissors of Regret.

The game automatically creates characters like Kevin from Accounting (a Low-Carb Orc and Spreadsheet Warrior by trade), after which your only job is to sit back and watch the progress bars fill. It’s a witty, Windows XP styled commentary on the nature of the “grind,” where the numbers always go up, the loot is perpetually absurd, and your lack of agency is the greatest feature of all.

Why are you still reading? Play it now! It’s here: accordionguy.github.io/eternal-grind/.

I built it with Zenflow

There are two notable differences between Eternal Grind and Progress Quest, the game to which it pays homage:

  1. While Progress Quest was a Windows-only desktop game, Eternal Grind is a single-page web game that runs on any device with a browser. Feel free to play it on your internet fridge!
  2. Zencoder logoProgress Quest was written the old-school way: using a programming language — namely, Delphi (Borland’s version of Pascal). Eternal Grind was written the new-school way: agentically, using Zencoder’s Zenflow AI coding tool.

That second point is an important one. Progress Quest was the product of traditional coding: the manual, instruction-based process where the developer acts as both architect and builder, meticulously and painstakingly writing instructions that specify how the program should do its work. Success depends on that developer’s ability to translate complex ideas into perfect syntax.

Eternal Grind is a different beast, since it’s the result of agentic coding, where the approach is intent instead of instruction. Instead of dictating the “how,” I provided a high-level specification — the “what” — to Zenflow, which can autonomously plan, write, and even self-correct the code.

(I’ll include the aforementioned specification at the end of this article.)

When using Zenflow to build Eternal Grind, I was no longer the contractor laying every brick. I was now the supervisor, providing the blueprints and overseeing an AI crew that did the bricklaying.

I plan to keep tweaking Eternal Grind using Zenflow. Be sure to visit its page often!

One more time: Eternal Grind is at accordionguy.github.io/eternal-grind/.

The specification

Eternal Grind started with a specification that I wrote into file named spec.md.  This file served as the definitive “source of truth” that described the kind of application I wanted created. While traditional specs are often treated as a “nice-to-have” for human developers, AI agents needs such a spec to act as a “North Star” as well as to keep them from developing the wrong thing.

By clearly defining the application’s logic, layout, and data in a structured format, I provided Zenflow with the basic context for building Eternal Grind. It turns a vague, hand-wavey request into a structured mission, ensuring that the code generated not only just works, but also provides the application I expected, working in the way I expected.

Here’s the complete specification file I initially wrote:

# Functional Specification: Eternal Grind (ZPRPG)

## 1. Project Overview
"Eternal Grind" is a "Zero-Player RPG" (ZPRPG) inspired by the classic parody *Progress Quest*. The game automates all traditional RPG elements—questing, combat, looting, and leveling. The user's role is purely observational.

---

## 2. UI Layout (Three-Column Dashboard)
The application shall use a fixed-height, full-width dashboard layout using Flexbox or Grid.

### A. Character Sheet (Left Column - 25% Width)
* **Identity:** Displays Character Name (from `NAMES`), Level, Race, and Class.
* **Stats Table:** A vertical list of numerical values for the 10 core stats (e.g., Strength, Existential Dread).
* **Equipment:** A list of 6-10 equipment slots showing absurd gear.
* **Spells/Abilities:** A scrolling list of learned "skills" that grows upon leveling up.

### B. The Engine of Progress (Center Column - 50% Width)
* **Location Header:** Displays the current location from the `LOCATIONS` list.
* **Primary Task Bar:** A large progress bar indicating the current action (e.g., "Contemplating the void").
* **Plot Bar:** A slower-moving bar tracking progress toward the next "Act."
* **Experience Bar:** A bar tracking progress toward the next Level.
* **Portrait:** A central area for a static character icon or simple CSS animation.

### C. Data Feed (Right Column - 25% Width)
* **Inventory (Top Half):** A scrolling list of items collected. Maximum capacity: 15 items.
* **Quest Log (Bottom Half):** A vertical scrolling log of events. It must automatically scroll to the bottom as new lines are appended.

---

## 3. Core Mechanics & Logic

### 3.1 Initialization
When the application starts:
1.  **Name Selection:** A name is chosen randomly from the `NAMES` list and remains permanent.
2.  **Character Build:** A `RACE` and `CLASS` are randomly assigned.
3.  **Starting Stats:** Each stat in the `STATS` list is assigned a random base value between 3 and 18.

### 3.2 The Game Loop
The application runs on a continuous timed loop:
1.  **Questing:** The "Task Bar" fills over a period of 3–8 seconds.
2.  **Completion:** Once the bar hits 100%:
    * A random **Monster** is "defeated."
    * A random **Item** (Adjective + Noun) is added to the Inventory.
    * A line is added to the **Quest Log** (e.g., "Executed a Low-Level Bugbear. Found: Rusty Sock of Mystery").
    * The **Experience Bar** increments.
3.  **Market Mode:** When the Inventory reaches 15 items:
    * The current task changes to "Heading to market to sell junk."
    * After a short delay, the Inventory is cleared and the character returns to questing.
4.  **Leveling Up:** When the Experience Bar reaches 100%:
    * The Character Level increments.
    * A random **Stat** increases by 1.
    * A new **Spell** is randomly selected and added to the spell list.
    * The Experience Bar resets.

---

## 4. Technical Requirements
* **State:** The application must maintain a state object containing the character's profile, stats, inventory list, and log history.
* **Styling:** A "Retro Win95" or "Classic MMO" aesthetic with high-contrast borders.
* **Performance:** The log should prune entries older than 100 lines to maintain performance.

---

## 5. Data Appendix

### Character Names
* Kevin from Accounting, Sir Tap-A-Lot, The Great Barnaby, User_772, Mistake #4, Sir Not-Appearing-In-This-Game, A Literal Bag of Flour, Lord Helvetica, Chadwick the Unready, Karen of the Suburbs, Glitchy McGlitchface, The Placeholder, Grommet the Slightly Agitated, Barb the Librarian, Sir Sells-Everything, Kyle the Monster Energy Enthusiast, Grandmaster Procrastinator, The Unpaid Intern, Sir Buffering..., Standard Hero 01.

### Races
* Sentient Toaster, Depressed Elf, Low-Carb Orc, Middle-Management Dwarf, Glitch in the Matrix, Half-Empty Human, Sentimental Slime, Vague Shadow, Procrastinating Pixie, Bureaucratic Beholder, Existential Ghost.

### Classes
* Spreadsheet Warrior, Chronic Procrastinator, Underpaid Mage, Professional Mourner, Existentialist Rogue, Lunch Knight, Intermittent Faster, Coffee Warlock, Passive-Aggressive Paladin, Technical Support Druid, Tax Accountant.

### Tasks
* Debating a fence post, Polishing a rusty nail, Contemplating the void, Waiting for a sign, Filing a 1040-EZ, Staring into the middle distance, Organizing a sock drawer, Explaining the internet to a rock, Searching for a lost remote, Counting ceiling tiles, Simulating a personality, Buffing out a scratch in reality.

### Locations
* The Forest of Mild Inconvenience, The Cave of Echoing Sighs, Downtown Boredom, The Desert of Dry Humor, Mount Mediocrity, The Swamps of 'I'll Do It Tomorrow', The Suburbs of Despair.

### Item Adjectives
* Dull, Polished, Forbidden, Rusty, Lamentable, Insignificant, Glowing, Slightly Damp, Overpriced, Mediocre, Legendary-ish.

### Item Nouns
* Scissors of Regret, Pebble of Mediocrity, Scone of Power, Lint of Destiny, Paperclip of Hope, Broken Twig, Expired Coupon, Sock of Mystery, Unfinished Novel, Jar of Pickled Thoughts.

### Monsters
* A Literal Metaphor, The Concept of Ennui, A Low-Level Bugbear, An Imaginary Friend, A Confused Salesman, A Dust Bunny of Doom, The Ghost of a Dead Pixel, A Sentient Terms of Service Agreement.

### Spells
* Aggressive Sighing, Metaphysical Poke, Summon Minor Annoyance, Greater Procrastination, Flash of Inadequacy, Power Word: 'Whatever', Cloud of Confusion, Internal Monologue.

### Stats
* Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma, Patience, Luck, Caffeine Level, Existential Dread.

Zenflow generated the application, and I also had it use a different agent to review its own code.

I ran the application, saw things I wanted changed, and then specified those changes:

Screenshot of one of my interactions with Zenflow while building Eternal Grind
One of my change requests in Zenflow. Click to view at full size.

Zenflow made the changes, then I had the review agent review those changes. This process of refinement continued for a couple more steps, and the result is the game located at accordionguy.github.io/eternal-grind/.

As I mentioned before, Eternal Grind is a work in progress. I’ll continue adding tweaks and improvements using Zenflow. Watch this space!

Find out more

 

Categories
Games Hardware Programming

My new PyGamer device

The items from the PyGamer Starter Kit, fresh from the box, laid out: carrying case, speaker, PyGamer, acrylic enclosure kit, rechargeable battery, and button caps.
The PyGamer Starter Kit: Carrying case, speaker, PyGamer unit, acrylic enclosure kit, rechargeable battery, and button caps.
Founded in 2005, Adafruit Industries is a company that produces open-source hardware and electronics kits for hobbyists.

I’m now the proud owner of an Adafruit PyGamer game console! It’s an open-source handheld game player that you can program using MakeCode Arcade, CircuitPython, or Arduino.

I’d been meaning to get one for some time. There was a deal on them last weekend, so I placed an order for the PyGamer Starter Kit, which included all the goodies pictured above.

The PyGamer is a cute little unit that doesn’t take up very much space, as the photo below (shown beside a U.S. dollar bill and quarter for scale) shows:

Here’s a close-up photo of the front of the circuit board. That’s an analog joystick on the left, the screen in the middle, the “A” and “B” buttons on the right, and the “Select” and “Start” buttons along the bottom, with a row of five LED lights between them:

Want to know more about processors? Check out my recent presentation from November’s Tampa Devs meetup, How Computers Work “Under the Hood.”

Here’s the back of the circuit board. The most prominent features are the processor (the square thing in the center of the board), the two sockets to either side of the processor, which allow you to connect the unit to FeatherWing daughterboards for all sorts of hardware projects, and the three STEMMA connectors at the bottom, which make it easy to connect the unit to all sorts of sensors and devices:

The Starter Kit comes with pre-cut acrylic pieces that form a protective shell for the unit, plastic caps for the buttons, a speaker for game sounds, a rechargeable battery, and a carrying case. Here’s what the PyGamer looks like with the enclosure assembled:

What are its specs?

At the heart of the PyGamer is the ATSAMD51, a microcontroller built on the ARM Cortex M4 processor, which is used as the basis for a lot of chips for small devices or embedded controllers. Released in 2018, the ATSAMD51 is a 32-bit chip running at 120 MHz with 512K Flash memory and 192K of RAM. It’s not going to compete with a Raspberry Pi, but it’s more than enough for handheld retro-gaming.

The PyGamer board housing the processor provides these goodies:

  • An additional 8 MB of Flash memory for files, which is meant for game assets: images, sounds, fonts, and other data.
  • A MicroSD card slot for even more Flash memory.
  • A backlit 160 by 128-pixel color TFT display.
  • An analog thumb joystick, a scaled-down version of the ones you’ll find on PlayStation and Xbox controllers.
  • 4 buttons — the classic “A,” “B,” “Start,” and “Select.”
  • 5 Neopixel LEDs, whose colors can be individually controlled. These can be used for additional feedback, such as showing the user how many “lives” they have.
  • A 3-axis accelerometer for sensing motion.
  • A light sensor.
  • A headphone jack as well as a speaker driver. The PyGamer Starter Kit includes a speaker that plugs into the driver for headphone-free sound.

How do you program it?

The easiest way to program it is via MakeCode Arcade, a friendly programming tool that allows you to create games using drag-and-drop blocks like Scratch. It also supports game programming in JavaScript or Python with its game libraries.

Want to get a little more hardcore with the programming? It’s also programmable in CircuitPython, a version of Python made specifically for microcontroller boards.

Want to get even more hardcore? You can also program it in Arduino’s programming language, which is a mutant of C++.

Why did I get this thing?

For fun, of course — but also for sharpening my programming and hardware skills while having fun! In today’s world of laptops, virtual machines, and a zillion abstractions that distance programmers from their systems’ “bare metal,” having a low-level understanding of computers is an increasingly rare skill. As always, I’m trying to set myself apart.

I’ll also use it in an upcoming video series on programming — watch this space in 2024 for more!

Categories
Games Hardware Humor

Know your logic gates!

Need explainers?

Categories
Conferences Games Programming

Learn Godot Game Engine along with game designer Terry Cavanaugh!

Who’s Terry Cavanaugh?

Terry Cavanaugh poses with a Nintendo Switch.
Terry Cavanaugh.

Terry Cavanaugh is an indie game developer based in Monaghan, Ireland. His portfolio includes the commercial games  Dicey Dungeons

Super Hexagon (which is super-hard)…

…and VVVVVV (which is frustrating and maddening in the best possible way):

He’s also behind some freeware gems, including At a DistanceDon’t Look Back, and Tiny Heist.

What’s Godot Game Engine?

Godot Game Engine logo

Godot Game Engine is an free-as-in-beer, free-as-in-speech game engine for developing 2D and 3D games for desktop, web, mobile, and XR platforms.

2D game being designed in the Godot  IDE.
Tap to view at full size.

(In case you’re wondering, it’s pronounced “Go-DOH”, and the name comes from the Samuel Beckett’s absurdist play Waiting for Godot.)

3D game being designed in the Godot IDE.
Tap to view at full size.

You code Godot games in C, C++, C#, and their own Python-like language, GDScript.

Here’s the list of Godot Game Engine’s “pros” from gamedesigning.org:

  • Platform integration: you can easily upload creations to different platforms. If you want to get your project out easily and quickly, this is an option for you.
  • Constantly updated: The developers are hard at work updating Godot. Since it’s free, this is a pretty cool aspect, so I recommend throwing a few donations dollars their way!
  • It’s free: It’s completely free! No packages! No subscription models! No memberships!
  • Great User Interface: The UI is easy to use and read, leading to better and more comprehensive game development
  • Scripting: The ease of use for scripting is actually a lot easier than many different engines. They use their own invented script, titled GDScript. It’s easier to pick up and translates beautifully into finished projects and assets
  • Community and online resources: As I said before, the community for Godot is supportive and has a huge presence online. I got lost in a YouTube rabbit hole looking at some Godot tutorials videos alone. Again, I recommend the subreddit for engaging with the community and checking out the actual Godot site for some demos and tutorials for beginners.
  • Seamless Downloads: You can download it right from the browser and get going immediately with the self-contained program. Have at it!

How can you learn Godot Game Engine with Terry Cavanaugh?

Screen shot of Terry Cavanaugh’s “Stop Waiting for Godot” page.

“Let’s all learn Godot, next weekend!” wrote Terry Cavanaugh on this page. “Sometimes the word ‘game jam’ means competition, but that’s not really the vibe I’m going for here. There’s no judging, and nobody is going to win. Or, if you prefer, as they say over at Ludum Dare, your game is your prize.”

That’s the plan — he’s going to learn Godot by building a game, and he’s inviting people to come along for the ride. You can even build one as he builds one.

I think I’ll check it out. It sounds like fun, and might be a interesting way to put my recently-acquired gaming laptop through some new paces.

The details