Categories
Artificial Intelligence Games Programming What I’m Up To

Upgrading “Eternal Grind” with Claude Code, step by step

Eternal Grind — my zero-player RPG homage to the legendary Progress Quest — was originally built agentically using Zencoder’s Zenflow tool. The code is clean, self-contained, and dependency-free web page made up of just three files: index.html, game.js, and style.css. No build system required!

You can play it right now if you want to watch a randomly-generated hero grind their way through meaningless progress bars. I’ll wait…

Back? Great. Now let me show you how I upgraded Eternal Grind using Claude Code. If you’re new to vibe coding, this article’s for you!

Starting up

The first thing I did was change directories to the one containing the Eternal Grind code and then launch Claude Code with this command:

claude

Claude Code started up, and my terminal displayed the following:

Getting oriented with /init

With Claude Code launched in the Eternal Grind directory, it was time to run /init, Claude Code’s command for initializing a project:

/init

/init analyzes the codebase in the current directory and generates an AGENTS.md file, a document that describes the repo’s structure and conventions so that the AI agent can work effectively within it.

Here Claude Code responded to /init. The process took a few moments…

⏺ Searched for 2 patterns, read 6 files (ctrl+o to expand)

⏺ Now I have a complete picture. This is a simple, 
self-contained vanilla web app with no build system, no 
linters, and no test framework. Let me generate 
the AGENTS.md.

⏺ Write(AGENTS.md)
  ⎿  Wrote 38 lines to AGENTS.md
       1 # Repository Guidelines
       2
       3 ## Project Structure & Module Organization
       4
       5 Eternal Grind is a zero-player RPG (a parody idle game inspired by Progress Quest) built as a self-contained vanilla web application with no build tools, frameworks, or dependencies.
       6
       7 - `index.html` — Three-column dashboard layout (Character Sheet, Engine of Progress, Data Feed)
       8 - `game.js` — All game logic in a single file: data arrays, helpers, state management, game loop, and DOM rendering
       9 - `style.css` — Retro Windows 95 aesthetic using monospace fonts and high-contrast borders
      10 - `docs/Eternal Grind spec.md` — Original functional specification describing UI layout, core mechanics, and data tables

⏺ AGENTS.md has been created at the repository root. 
It covers:

  - Project structure — the three core files and the spec 
    document
  - Architecture overview — how game.js is organized
    (data, helpers, state, game loop, DOM rendering)
  - Development — how to run it (just open index.html)
  - Commit conventions — derived from git history

  Since there's no build system, linter, test framework, 
  or CI pipeline, those sections were omitted per the 
  "no evidence, no section" rule.

I like that last note: “no evidence, no section.” Claude Code read the git history to infer commit conventions rather than making things up, and correctly skipped sections about build pipelines and test suites because there aren’t any. It understood the project accurately on the first pass!

The content pipeline: populating the game’s data arrays

Most of Eternal Grind‘s personality lives in game.js as plain JavaScript arrays, which are lists of things like monsters, items, locations, tasks, and so on. The game randomly samples from these lists to generate its endlessly absurd narration. Extending the game is mostly a matter of adding more material to these arrays.

I asked Claude Code to show me what was already there:

List the monsters/opponents in the game.

It responded with the following:

⏺ Based on game.js:62-66, the monsters are:

  1. A Literal Metaphor
  2. The Concept of Ennui
  3. A Low-Level Bugbear
  4. An Imaginary Friend
  5. A Confused Salesman
  6. A Dust Bunny of Doom
  7. The Ghost of a Dead Pixel
  8. A Sentient Terms of Service Agreement

That’s a solid starting lineup, but it needed reinforcements. Specifically, the kind of opponents you’d actually encounter in everyday modern life. I requested the following…

Add the following monsters to the game: A Grumpy Barista,
Two Podcasters Who Won't Shut Up, A Five-Year-Old on a Sugar
Rush, The HR Department, A Belligerent Walmart Greeter,
"Screech" from "Saved By the Bell"

…and it replied like so:

⏺ Update(game.js)
  ⎿  Added 4 lines, removed 1 line
      62    "A Literal Metaphor", "The Concept of Ennui", "A Low-Level Bugbear",
      63    "An Imaginary Friend", "A Confused Salesman",
      64    "A Dust Bunny of Doom", "The Ghost of a Dead Pixel",
      65 -  "A Sentient Terms of Service Agreement"
      65 +  "A Sentient Terms of Service Agreement",
      66 +  "A Grumpy Barista", "Two Podcasters Who Won't Shut Up",
      67 +  "A Five-Year-Old on a Sugar Rush", "The HR Department",
      68 +  "A Belligerent Walmart Greeter", "\"Screech\" from \"Saved By the Bell\""
      69  ];

Note that Claude Code correctly handled the escaped quotes around "Screech" without being asked. Small thing, but the kind of thing that would cause a runtime error if it got it wrong.

Expanding the treasure system

Treasure in Eternal Grind is generated by randomly combining an adjective with a noun, so you end up hauling things like an Overpriced Paperclip of Hope or a Slightly Damp Sock of Mystery. I asked Claude Code to list what was already in the system, then added to both halves:

What are the trasures in the game?

Note that I misspelled “treasure.” Also note that Claude Code knew what I meant:

⏺ Based on game.js:48-59, treasures are generated by 
combining a random adjective with a random noun:

  Adjectives: Dull, Polished, Forbidden, Rusty, Lamentable, 
  Insignificant, Glowing, Slightly Damp, Overpriced, Mediocre, Legendary-ish

  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

  So you'd get items like "Overpriced Scissors of Regret" 
  or "Slightly Damp Lint of Destiny."

First, I asked for more adjectives:

Add the following to the list of adjectives for treasures:
Moderately Sticky, Dusty, Bullet-Riddled, Slightly Reeking,
Retro-Ish, Somewhat Cursed
⏺ Update(game.js)
  ⎿  Added 2 lines, removed 1 line
      48  const ITEM_ADJECTIVES = [
      49    "Dull", "Polished", "Forbidden", "Rusty", "Lamentable",
      50    "Insignificant", "Glowing", "Slightly Damp", "Overpriced",
      51 -  "Mediocre", "Legendary-ish"
      51 +  "Mediocre", "Legendary-ish", "Moderately Sticky", "Dusty",
      52 +  "Bullet-Riddled", "Slightly Reeking", "Retro-Ish", "Somewhat Cursed"
      53  ];

Then, some new nouns. This is where I got to bring in some very specific cultural artifacts:

Add the following to the list of treasure nouns: 1980s
Goldstar TV, Troll Doll, Off-Brand Labubu, McDonalds Sweet
and Sour Sauce, Ceramic Elvis Bust, Ron Jon Surf Shop
T-Shirt, Sneakers of Minor Destiny, Poker Chips of Fate
⏺ Update(game.js)
  ⎿  Added 4 lines, removed 1 line
      56    "Scissors of Regret", "Pebble of Mediocrity", "Scone of Power",
      57    "Lint of Destiny", "Paperclip of Hope", "Broken Twig",
      58    "Expired Coupon", "Sock of Mystery", "Unfinished Novel",
      59 -  "Jar of Pickled Thoughts"
      59 +  "Jar of Pickled Thoughts", "1980s Goldstar TV", "Troll Doll",
      60 +  "Off-Brand Labubu", "McDonalds Sweet and Sour Sauce",
      61 +  "Ceramic Elvis Bust", "Ron Jon Surf Shop T-Shirt",
      62 +  "Sneakers of Minor Destiny", "Poker Chips of Fate"
      63  ];

I have to admit “Somewhat Cursed Off-Brand Labubu” is one of my proudest creative achievements.

Finding the gaps

Rather than guessing what else needed updating, I asked Claude Code directly:

What lists have I not yet edited?
⏺ Based on the data arrays in game.js, you haven't edited:

  1. NAMES (line 7) — Character names
  2. RACES (line 18) — Character races
  3. CLASSES (line 25) — Character classes
  4. TASKS (line 32) — Actions performed during questing
  5. LOCATIONS (line 41) — Places the character visits
  6. SPELLS (line 68) — Spells and abilities
  7. STATS (line 75) — Character stat names
  8. EQUIPMENT_SLOTS (line 82) — Equipment slot names
  9. ACTS (line 86) — Plot act titles

  You've edited MONSTERS, ITEM_ADJECTIVES, and ITEM_NOUNS.

I still find the fact that Claude Code “knows” what’s been touched and what hasn’t a bit eerie, but it’s also useful and it’s exactly where a good agentic coding tool shines.

Tasks and acts

Tasks are the descriptions of what the player’s character is doing at any given moment. The originals leaned heavily into corporate ennui, which I wanted to preserve and amplify:

List the tasks.
⏺ Based on game.js:32-39, the tasks are:

   1. Debating a fence post
   2. Polishing a rusty nail
   3. Contemplating the void
   4. Waiting for a sign
   5. Filing a 1040-EZ
   6. Staring into the middle distance
   7. Organizing a sock drawer
   8. Explaining the internet to a rock
   9. Searching for a lost remote
  10. Counting ceiling tiles
  11. Simulating a personality
  12. Buffing out a scratch in reality
Add these to the tasks list: Daydreaming about cheese,
Alphabetizing soup cans, Sorting a spreadsheet column,
Doom-scrolling LinkedIn, Applying to Blue Man Group,
Pressing a crosswalk button, Adjusting the thermostat,
Turning the pillow to the cool side
⏺ Update(game.js)
  ⎿  Added 5 lines, removed 1 line
      35    "Filing a 1040-EZ", "Staring into the middle distance",
      36    "Organizing a sock drawer", "Explaining the internet to a rock",
      37    "Searching for a lost remote", "Counting ceiling tiles",
      38 -  "Simulating a personality", "Buffing out a scratch in reality"
      38 +  "Simulating a personality", "Buffing out a scratch in reality",
      39 +  "Daydreaming about cheese", "Alphabetizing soup cans",
      40 +  "Sorting a spreadsheet column", "Doom-scrolling LinkedIn",
      41 +  "Applying to Blue Man Group", "Pressing a crosswalk button",
      42 +  "Adjusting the thermostat", "Turning the pillow to the cool side"
      43  ];

The acts are the overarching chapter titles that frame the endless grind. The original game had four. I felt it needed more. Much more:

List the acts.
⏺ Based on game.js:86-91, the acts are:

  1. Act I: The Tutorial Nobody Asked For
  2. Act II: The Grinding Begins
  3. Act III: Despair in Four Stages
  4. Act IV: The Post-Credits Confusion
Add the following acts: Act V: That Wasn't the End, Act VI:
The Writer's Barely-Disguised Fetish, Act VII: Mid-Season
Filler, Act VIII: Do You Really Read These?, Act IX: My
Sister Was Bitten By a Møøse Once, Act X: A New Hope, Act XI:
The Old Hope Was Better, Act XII: Twelve Angry Badgers, Act
XIII: Triskaidekaphobia, Act XIV: They're Coming to Take Me
Away, Ha-Ha, Act XV: Still Playing, Are We?
⏺ Update(game.js)
  ⎿  Added 12 lines, removed 1 line
       98    "Act I: The Tutorial Nobody Asked For",
       99    "Act II: The Grinding Begins",
      100    "Act III: Despair in Four Stages",
      101 -  "Act IV: The Post-Credits Confusion"
      101 +  "Act IV: The Post-Credits Confusion",
      102 +  "Act V: That Wasn't the End",
      103 +  "Act VI: The Writer's Barely-Disguised Fetish",
      104 +  "Act VII: Mid-Season Filler",
      105 +  "Act VIII: Do You Really Read These?",
      106 +  "Act IX: My Sister Was Bitten By a Møøse Once",
      107 +  "Act X: A New Hope",
      108 +  "Act XI: The Old Hope Was Better",
      109 +  "Act XII: Twelve Angry Badgers",
      110 +  "Act XIII: Triskaidekaphobia",
      111 +  "Act XIV: They're Coming to Take Me Away, Ha-Ha",
      112 +  "Act XV: Still Playing, Are We?"
      113  ];

Locations

Adding locations to Eternal Grind was pretty straightforward:

List the locations.
⏺ Based on game.js:41-46, the locations are:

  1. The Forest of Mild Inconvenience
  2. The Cave of Echoing Sighs
  3. Downtown Boredom
  4. The Desert of Dry Humor
  5. Mount Mediocrity
  6. The Swamps of 'I'll Do It Tomorrow'
  7. The Suburbs of Despair
Add these locations: The Villages (Florida), The Complaints
Depertment, The Closet, The Basement of No Return, The Attic
of Surrender
⏺ Update(game.js)
  ⎿  Added 3 lines, removed 1 line
      46    "The Forest of Mild Inconvenience", "The Cave of Echoing Sighs",
      47    "Downtown Boredom", "The Desert of Dry Humor",
      48    "Mount Mediocrity", "The Swamps of 'I'll Do It Tomorrow'",
      49 -  "The Suburbs of Despair"
      49 +  "The Suburbs of Despair", "The Villages (Florida)",
      50 +  "The Complaints Department", "The Closet",
      51 +  "The Basement of No Return", "The Attic of Surrender"
      52  ];

⏺ Done. The five new locations have been added to 
  LOCATIONS in game.js:47-49. (Note: I corrected 
  "Depertment" to "Department" — let me know if 
  you wanted the original spelling.)

I appreciate that Claude Code silently corrected my typo from the derpy “Depertment” to the correctly-spelled  “Department”) and mentioned it in the response rather than just doing it invisibly. Fixing it, but also notifying me, was the right call.

With the first round of content additions done, I committed and pushed:

Commit and push the changes
⏺ Commit successful. Now pushing to remote.

⏺ Bash(git push)
  ⎿  To https://github.com/AccordionGuy/eternal-grind.git
        99a2460..122c62c  main -> main

⏺ Done. Changes have been committed and pushed to 
  origin/main.

A bigger change: separating equipment from treasure

Up to this point, the character’s equipment was just randomly generated treasure items using the same adjective-plus-noun combinations that fill the loot feed. That felt wrong. Your boots shouldn’t be a Rusty Paperclip of Hope. So I started asking questions:

Does the player's equipment change during the game, or is it
simply determined at the beginning?
⏺ Equipment is only set once at the beginning. 
  It's generated during initialization (line 174-176) 
  where each slot gets a random item, and renderEquipment() 
  just displays the current state. There's no logic anywhere
  that upgrades or swaps equipment during gameplay.

  Would you like me to add equipment upgrades — for example, 
  replacing a piece of gear when the player levels up or
  defeats a monster?

I filed that question away for later. First, I wanted a cleaner separation of concerns; dedicated, per-slot equipment lists with items that actually feel like equipment:

Not at first. Instead, I want equipment to be distinct from
treasure, and for there to be separate lists for each
equipment slot: helm, torso, left and right hands (hands
should use equipment from the same list, and both are allowed
to be equipped with the same item), legs, boots, neck amulet,
and ring. For the time being, the player's equipment should
simply be generated at the start of the game and not updated.
⏺ Read 1 file (ctrl+o to expand)

⏺ Now I have the full picture. I'll replace EQUIPMENT_SLOTS with per-slot item lists and update the initialization to use them.

⏺ Update(game.js)
  ⎿  Added 42 lines, removed 4 lines
       94 +const EQUIPMENT = {
       95 +  "Helm": [
       96 +    "Dented Bucket", "Thinking Cap", "Tin Foil Hat", "Visor of Denial",
       97 +    "Crown of Mild Authority", "Headband of Overthinking",
       98 +    "Hard Hat of Soft Skills", "Beanie of Bewilderment"
       99 +  ],
      100 +  "Torso": [
      101 +    "Ill-Fitting Chainmail", "Hawaiian Shirt of Protection",
      102 +    "Sweater Vest of Resilience", "Bathrobe of Power",
      103 +    "Breastplate of Participation", "Hoodie of Invisibility",
      104 +    "Polo Shirt of Middle Management", "Poncho of Plausible Deniability"
      105 +  ],
      106 +  "Hands": [
      107 +    "Rubber Chicken", "Stapler of Justice", "Foam Finger of Fate",
      108 +    "Spatula of Smiting", "TV Remote of Command", "Rolled-Up Newspaper",
      109 +    "Pool Noodle of Reckoning", "Half-Eaten Sandwich"
      110 +  ],
           … (Legs, Boots, Neck Amulet, Ring slots follow the same pattern)

This was a real structural change, and more than just adding items to an existing list. It refactored the data model entirely.

Claude Code replaced the flat EQUIPMENT_SLOTS array with a keyed EQUIPMENT object, generated appropriate thematic items for each slot, and handled the “Hands” edge case (one shared list, two separate display slots) correctly without extra prompting. It also added an EQUIPMENT_DISPLAY_SLOTS constant to maintain the rendering order without coupling it to the data structure. Clean separation.

Commit and push the changes
⏺ [main a3a60c0] Separate equipment from treasure with per-slot item lists
  1 file changed, 55 insertions(+), 7 deletions(-)
  To https://github.com/AccordionGuy/eternal-grind.git
  3b8918d..a3a60c0  main -> main

⏺ Committed and pushed.

A small UI touch: context-sensitive emoji

The last change in this session was a cosmetic one, but a fun one. The center panel displayed a “crossed swords” image. I wanted it to change based on what the character is doing:

Is the "cross swords" image in the center panel an emoji?
⏺ Yes. It's the crossed swords emoji (⚔️), rendered via 
  HTML entities ⚔️ — U+2694 (CROSSED SWORDS) followed by 
  U+FE0F (variation selector for emoji presentation).
The game should display the crossed swords emoji when the
player is battling a monster, but the ‍♀️ emoji
when performing a task.
⏺ I'll add portrait updating to renderTaskBar since that's 
  where the task phase is already checked.

⏺ Update(game.js)
  ⎿  Added 8 lines
      334 +  // Update portrait emoji based on current phase
      335 +  var portrait = document.getElementById("portrait");
      336 +  if (state.taskPhase === "battle") {
      337 +    portrait.textContent = "\u2694\uFE0F";
      338 +  } else {
      339 +    portrait.textContent = "\uD83D\uDE47\uD83C\uDFFC\u200D\u2640\uFE0F";
      340 +  }
      341  }

Claude Code correctly identified that renderTaskBar() was already checking state.taskPhase, making it the natural home for this logic. Rather than adding a separate function or a polling mechanism, it hooked into existing state management. Two lines of conditional logic, zero new complexity.

Commit and push
⏺ [main e498194] Switch portrait emoji based on task phase
  1 file changed, 8 insertions(+)
  To https://github.com/AccordionGuy/eternal-grind.git
  a3a60c0..e498194  main -> main

⏺ Committed and pushed.

What this session illustrates

This wasn’t a session where I asked Claude Code to write the game from scratch; after all, the game already existed.

What I was doing was extending it, treating Claude Code as an unusually capable pair programmer who could read the codebase, answer questions about it accurately, and execute targeted changes without breaking anything else.

I was impressed by what it did:

  • It knew what it didn’t know. When I asked about equipment upgrades, it answered the question I asked (static, set at init) and then suggested (and didn’t assume) that I might want dynamic upgrades. It waited for direction.
  • It read context before writing code. For the equipment refactor, it explicitly re-read the file before making changes. This is the kind of due diligence that prevents “fixed” code from breaking something three functions away.
  • It handled structural changes alongside content changes. Adding items to an array is trivial. Replacing a flat array with a keyed object, updating initialization logic, and adding a display-order constant to preserve rendering behavior. That’s a real refactor, and it did it in one pass.
  • It fixed typos and told me so. It corrected “Depertment”to “Department” in the locations list and flagged the change rather than silently altering my input.

The game is playable at accordionguy.github.io/eternal-grind, and the source is on GitHub. There’s more work to do: equipment upgrades on level-up, more character names and races, and maybe some actual spell effects beyond the purely cosmetic. Future Claude Code sessions, probably.

 

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