Cover image for Rediscovering When Coding Was Fun

Rediscovering When Coding Was Fun

I never posted why I paused development on So This Is How I Die. If you’ve been following the devlog, you’ll know the story up to a point. The slow progress, the balancing act with client work, the occasional “I’m having a hard time” entry that I posted because solo dev accountability sometimes means confessing that nothing is on fire, you’re just tired. What you won’t find is a post that says this is where I stopped, and here’s why. ...

March 30, 2026 · 13 min · 2638 words · map[email:me@wynandpieters.dev name:Wynand Pieters]
Cover image for We've Seen This Movie Before

We've Seen This Movie Before

I’ve been sitting on this comparison for a while, trying to decide if it was too obvious to write about. Then a good friend of mine DM’d me on Slack about “every vibe coding tech bro is now vibe coding a dashboard to ‘monitor the global situation’. my feed is full of it.” with some screenshots of the kind of stuff that’s popping up everywhere. And it just reminded me; I’m not imagining this. ...

March 19, 2026 · 10 min · 2111 words · map[email:me@wynandpieters.dev name:Wynand Pieters]

UPDATES!?! Finally 🙄

Here it is folks, a new release with a few features and bugfixes 🎉 I did not test the Android version on an actual phone, having trouble with the Android device I use for testing, so there may be some issues… Screen layouts have been in issue in the past because of the different aspect ratios. Just let me know in the comments if you have problems, I’ll try and test ASAP. ...

April 22, 2025 · 2 min · 367 words · map[email:me@wynandpieters.dev name:Wynand Pieters]
Cover image for Animations are animating. Finally.

Animations are animating. Finally.

Okay, small update again, just want to keep this up showing there is progress. I’ve made some tweaks to the skills and I can now add the VFX animations and particle effects to it, and there are some things I can tweak to make it a bit more visually appealing. I do however still see some weirdness, with things not being centered when I expect them too, or other animations being way too small. I’m going add something to scale those effects, and also have them get bigger as you level up the skills. ...

March 7, 2025 · 1 min · 200 words · map[email:me@wynandpieters.dev name:Wynand Pieters]
Cover image for I'm having a hard time

I'm having a hard time

This probably isn’t the place for it. But if you are following and supporting the project, and waiting on updates, then it is relevant. I’m guessing most solo devs go through this at some point, probably multiple times. And I suppose their “why” for creating their game is a big part of what keeps them going. But I am struggering right now. Doing this as a side project is hard. And knowing that I don’t have all the skills I need, and need to keep learning makes it harder. Normally, I don’t mind that. I enjoy a challenge. I welcome it. Growth happens outside your comfort zone. ...

March 1, 2025 · 2 min · 282 words · map[email:me@wynandpieters.dev name:Wynand Pieters]
Cover image for Slow and steady wins the race

Slow and steady wins the race?

Hey folks. Just a quick update that I finally have everything configured and running again on my new laptop. I’ve also just come off a crazy amount of overtime, so hopefully these updates will become more frequent. I’m still mostly working on UI tweaks, and adding VFX to the skills. The attached video shows the first attempts at the latter, with the healing animation mostly working (bar some timing issues) and the blades effect for the ultimate (which needs to move and scale a bit, not super visible). ...

February 24, 2025 · 2 min · 236 words · map[email:me@wynandpieters.dev name:Wynand Pieters]
Cover image for You snooze you lose

You snooze you lose 😴

Just a quick general update, I’m still working on bugs, I’ve got some ironed out, but found a few more small ones, should have a new build out by end of week. The plan after the bugfixes are to tackle the font issues that were raised, as well as resizing the UI to make free up more space for visuals. For the latter I’ll probably look at moving more information to tooltips instead of a big info window. ...

September 30, 2024 · 2 min · 391 words · map[email:me@wynandpieters.dev name:Wynand Pieters]
Cover image for Time doesn't necessarily happen in chronological order

Time doesn't necessarily happen in chronological order.

And neither does development on this game apparently 😅 This is just a quick general update to say that I’m finally resuming development on this game. I still have a lot of bugs and improvements to figure out before I start adding more content, but I’m finally in a position where I can spend a day or two a week on this, as opposed to an hour here and an hour there. ...

August 21, 2024 · 1 min · 136 words · map[email:me@wynandpieters.dev name:Wynand Pieters]

Thank you 🫶 (also, what's next)

Hey everyone 👋 I just wanted to post a quick thank you to everyone who has tried out my game. I especially appreciated anyone who has given me feedback on it. Obviously being an alpha I know there is a lot of work left, and it really helps when I hear what people think need to be addressed first. I had some time off after releasing and had a chance to rest and recover, and would like to get back into things this week. I won’t be working at the same pace I was before, but I do have some clear goals that I would like to set. ...

March 11, 2024 · 4 min · 656 words · map[email:me@wynandpieters.dev name:Wynand Pieters]

We did it!

It’s been a long few months, so I’ll keep this short. Windows, MacOS and Android builds are working, Linux still has issues, so I’ll work on that. But… LOL, not really, this is just the beginning! The game has most of the mechanics there; equippable skills, turn based combat, ultimate skills, skill unlocks, dice roll mechanics. But it needs more, and it needs balancing. More enemies, more skills, more bigger dice. ...

March 1, 2024 · 1 min · 116 words · map[email:me@wynandpieters.dev name:Wynand Pieters]