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    <title>double metric</title>
    <description>Video game development blog</description>
    <link>https://www.doublemetric.com/</link>
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    <pubDate>Mon, 24 Aug 2026 01:31:04 +0000</pubDate>
    <lastBuildDate>Mon, 24 Aug 2026 01:31:04 +0000</lastBuildDate>
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        <title>Hello World!</title>
        <description>&lt;p class=&quot;intro&quot;&gt;&lt;span class=&quot;dropcap&quot;&gt;I&lt;/span&gt; decided to learn video game development as a hobby somewhere around early 2023, using Unity. As these things generally go, my initial game concept was too ambitious and technically complex. I was trying to build and combine, procedurally, 3D animals and animate them.&lt;/p&gt;
&lt;p&gt;I worked at it for over a year, until it became clear to me I was never going to finish it, because the animal creation part was progressing slower than expected and I hadn&apos;t actually started &lt;em&gt;&lt;strong&gt;building&lt;/strong&gt;&lt;/em&gt; the game. The animal creation system alone was going to take me 2-3 years by myself, without getting into any game creation.&lt;/p&gt;
&lt;p&gt;Due to this realization I decided to switch gears, promising myself to return to the 3D animal concept once I get a better opportunity to work at it. Around this time the Unity user license &quot;runtime fee&quot; debacle occurred. If you want to learn what it was, or just revisit it for kicks, well here you go:&lt;/p&gt;
&lt;p&gt;
	&lt;div class=&quot;video-container&quot;&gt;
			&lt;iframe class=&quot;video&quot; src=&quot;https://www.youtube.com/embed/mo0rzeRESVI&quot; frameborder=&quot;0&quot; allowfullscreen=&quot;&quot;&gt;&lt;/iframe&gt;
	&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;Is around mid-2024 when I decided to start a new project, this time running on Godot 4.1, version that I am still using and I hope I don&apos;t have to upgrade until the project is done. This project started as a card-based mech auto battler, and is still going. Some things have changed since the initial plan, like some scope creep, but also I am dropping the card-based functionality and using a simple UI and battle loadout selection. No decks, no builds.&lt;/p&gt;
&lt;figure&gt;
	&lt;img src=&quot;/assets/img/2026_08_23_hello_world/overworld.jpg&quot; alt=&quot;video game overworld map&quot; /&gt;
	&lt;figcaption&gt;Fig1. - Overworld map for battle section to control an area.&lt;/figcaption&gt;
&lt;/figure&gt;
&lt;figure&gt;
	&lt;img src=&quot;/assets/img/2026_08_23_hello_world/battle.jpg&quot; alt=&quot;video game battle map of mechs in a forest&quot; /&gt;
	&lt;figcaption&gt;Fig2. - Battle scene in a forest area.&lt;/figcaption&gt;
&lt;/figure&gt;
&lt;p&gt;It was only a few months ago, in 2026, where I decided to start documenting the process mostly for myself, because honestly, I am just enjoying video game development a lot and I want to share the process on how it got constructed.&amp;nbsp; The problem is that I started using social media for it, specifically &lt;a href=&quot;https://x.com/francium_221&quot;&gt;Twitter&lt;/a&gt; and &lt;a href=&quot;https://bsky.app/profile/mecha-fabs.bsky.social&quot;&gt;Bluesky&lt;/a&gt;; I wasn&apos;t using any other social media before, so I quickly learn about how restrictive character limits are, and in general, just a poor form for documentation.&lt;/p&gt;
&lt;p&gt;For the next posts, I want to start walking through the different steps, in chronological order, of constructing the game up to this point. The first point I want to visit is the overworld map and how it was created procedurally.&lt;/p&gt;
</description><description>&lt;p class=&quot;intro&quot;&gt;&lt;span class=&quot;dropcap&quot;&gt;I&lt;/span&gt; decided to learn video game development as a hobby somewhere around early 2023, using Unity. As these things generally go, my initial game concept was too ambitious and technically complex. I was trying to build and combine, procedurally, 3D animals and animate them.&lt;/p&gt;
&lt;p&gt;I worked at it for over a year, until it became clear to me I was never going to finish it, because the animal creation part was progressing slower than expected and I hadn&apos;t actually started &lt;em&gt;&lt;strong&gt;building&lt;/strong&gt;&lt;/em&gt; the game. The animal creation system alone was going to take me 2-3 years by myself, without getting into any game creation.&lt;/p&gt;
&lt;p&gt;Due to this realization I decided to switch gears, promising myself to return to the 3D animal concept once I get a better opportunity to work at it. Around this time the Unity user license &quot;runtime fee&quot; debacle occurred. If you want to learn what it was, or just revisit it for kicks, well here you go:&lt;/p&gt;
&lt;p&gt;
	&lt;div class=&quot;video-container&quot;&gt;
			&lt;iframe class=&quot;video&quot; src=&quot;https://www.youtube.com/embed/mo0rzeRESVI&quot; frameborder=&quot;0&quot; allowfullscreen=&quot;&quot;&gt;&lt;/iframe&gt;
	&lt;/div&gt;
&lt;/p&gt;
&lt;p&gt;Is around mid-2024 when I decided to start a new project, this time running on Godot 4.1, version that I am still using and I hope I don&apos;t have to upgrade until the project is done. This project started as a card-based mech auto battler, and is still going. Some things have changed since the initial plan, like some scope creep, but also I am dropping the card-based functionality and using a simple UI and battle loadout selection. No decks, no builds.&lt;/p&gt;
&lt;figure&gt;
	&lt;img src=&quot;/assets/img/2026_08_23_hello_world/overworld.jpg&quot; alt=&quot;video game overworld map&quot; /&gt;
	&lt;figcaption&gt;Fig1. - Overworld map for battle section to control an area.&lt;/figcaption&gt;
&lt;/figure&gt;
&lt;figure&gt;
	&lt;img src=&quot;/assets/img/2026_08_23_hello_world/battle.jpg&quot; alt=&quot;video game battle map of mechs in a forest&quot; /&gt;
	&lt;figcaption&gt;Fig2. - Battle scene in a forest area.&lt;/figcaption&gt;
&lt;/figure&gt;
&lt;p&gt;It was only a few months ago, in 2026, where I decided to start documenting the process mostly for myself, because honestly, I am just enjoying video game development a lot and I want to share the process on how it got constructed.&amp;nbsp; The problem is that I started using social media for it, specifically &lt;a href=&quot;https://x.com/francium_221&quot;&gt;Twitter&lt;/a&gt; and &lt;a href=&quot;https://bsky.app/profile/mecha-fabs.bsky.social&quot;&gt;Bluesky&lt;/a&gt;; I wasn&apos;t using any other social media before, so I quickly learn about how restrictive character limits are, and in general, just a poor form for documentation.&lt;/p&gt;
&lt;p&gt;For the next posts, I want to start walking through the different steps, in chronological order, of constructing the game up to this point. The first point I want to visit is the overworld map and how it was created procedurally.&lt;/p&gt;
</description><pubDate>Sun, 23 Aug 2026 00:00:00 +0000</pubDate>
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