Production journal
Showing the work behind SWASHPAWS
Making real production visuals part of the daily journal, starting with the first Blender model proof.
October 19 2026 at 12:06 AM MDT
Making the build visible
I want the SWASHPAWS journal to show the work as it happens. From this point forward, substantive production updates will include real screenshots of modelling, rigs, levels, gameplay or testing whenever capture is available. Each visual will have a clear caption and stage, so an early blockout cannot be mistaken for a finished asset.
I added support for reviewed production visuals in the Word journal and public blog, with source records and integrity checks. The first example is the fox pipeline blockout created during the October 18 session. Blender generated the model, rig, animation export and the modelling preview below. The editor screenshot attempt failed, so this image is labelled as a render rather than presented as a screenshot.

The production map still records two of seven Phase 2 steps complete. Visual and physical-device acceptance remain open, and Phase 3 has not started. Adding pictures makes the progress easier to understand; it does not change the evidence needed to complete a step.
October 19 2026 at 12:30 AM MDT
Testing the crew after midnight
I continued the first multiplayer slice with the publishing setup left pending. Eight independent network clients can join the same room, and a ninth is rejected. Oversized messages no longer crash the local room service. Fifteen automated checks pass, including a repeatable 3,000-tick run that keeps the total treasure consistent through movement, fighting, trade offers and reconnects.
I separated the reconnect window from the deadline for an unfinished join. The local Cloudflare runtime rejects an expired join attempt and preserves the same pirate, position and collected coin after a full restart. Immediate closure of an idle connection did not meet the first probe deadline, so I have kept that timing limit documented rather than calling it verified. I also fixed stale connection callbacks when switching rooms.
The game and website builds pass. Real-device visuals, Android performance, the intended game publishing connection and proper editor screenshots remain open. The existing Blender preview shows the modelling work honestly; it is still an early blockout. Phase 2 remains at two of seven accepted steps, and Phase 3 has not started.
The story continues.
See the production map →