Today felt like juggling two galaxies at once — on one side, Stellar Throne’s combat UI, and on the other, my brand-new course, ClaudeCraft.
🚀 Stellar Throne
The combat UI turned into a tricky beast today. Fleets are moving again, but I hit a real gremlin: scrolling the combat log was also zooming the battlefield map. Not exactly the immersive tactical experience I was going for.
The fix? A complete rebuild of the screen infrastructure — from the ground up. I'm still carefully untangle the input handling so nothing else brakes in the process. Let’s just say it was one of those moments where I briefly missed the raw, direct control Zig gave me.
On the bright side, the redesign feels cleaner, more modular, and less likely to explode the next time I touch it. The test harness is moving into Phases 6–7, and I also gave CLAUDE.md some love while fine-tuning my AI agents to run on models better suited to their roles (no more “Opus for everything” just because it sounds fancy).
🎓 ClaudeCraft
Meanwhile, I decided to lean into an idea that’s been bouncing around my head for a while — teaching AI-assisted game development. The result is ClaudeCraft, a 10-week program on building games with Claude, even if you’ve never written a line of code.
I locked in the name, hooks, and the transformation outcome, mapped out the full module breakdown (plus bonus content), and built the waitlist site: ClaudeCraft.com.
The teaching guides are already in progress — Modules 1–7 are done — and I’ve started collecting a big list of concepts I want to weave in. This one’s shaping up to be just as ambitious as Stellar Throne… just with fewer fleets firing at each other.