Nucleate - 2026-03-16

I fixed the issues with the Obsidian page status indicators, which was a relief since those glitches were getting annoying. I also managed to package the Nucleate app for Mac using Metal, so it’s ready for testing on that platform. I sent out beta licenses to my brother and wife to get some initial feedback, but so far no word back. I’ll have to follow up soon to see what they think.

I spent some time experimenting with OpenAI’s Codex on a large Python file, and after manually reviewing the changes, about 160 of them were actually good improvements. That was promising and makes me seriously consider getting a ChatGPT license to help with coding in the future. It’s impressive how much it can catch, but it still needs a careful eye.

On the game dev side, I started learning Godot after watching a tutorial and began rebuilding a simple project from scratch to get my hands dirty. I’m still wrapping my head around Godot’s scripting—it’s similar to Python but has its own quirks and built-in functions focused on game development. I fixed a bug in my spacecraft simulator where gravity was calculated from the center of objects; now it’s based on the planet surfaces, which feels more natural. Collisions are currently inelastic, but I want to add some rebound to make landings feel more realistic. I also lowered the damping to keep movement driftier, which fits the space vibe better.

I’m exploring how to handle macro-scale physics for asteroid collisions and fracturing. Each asteroid will have material properties that affect how it breaks apart, and I want to expose geodes with rare resources inside. On top of that, I’m working on a grapple hook mechanic to let the player interact with asteroids more dynamically.

There are still a lot of open questions. I’m trying to figure out how to make the transition between landing on a planet and taking off smooth, and how to improve thrust and gravity systems to feel more realistic—maybe adjusting thrust vectors based on gravity origin and viewport direction. I’m also debating whether to add unnavigatable environments like wormholes or black holes. They could add interesting storytelling and objectives, but I’m not sure if they’ll make the gameplay better or just frustrating.

For the bigger picture, I’m calling the space game Jumpsuit (working title: Orbital Jump). I want to keep scope manageable by making smaller, self-contained games first—like a pool game with unique gravity—to test ideas and get faster feedback. I’m treating future projects more as learning opportunities, focusing on understanding Godot’s syntax and refining core mechanics before pushing further.

Finally, I’m planning some improvements to my business website’s design and content, but that’s lower priority for now. Overall, I’m still figuring out how to balance physics complexity, resource management, and gameplay fun in the bigger game, and I’m not sure when I’ll feel ready to fully dive into the mini-game yet. But I’m moving forward step by step.

Two-Line Takeaway

Key step forward

The most important forward progress step is packaging the Nucleate app for Mac and starting to test it, along with experimenting with OpenAI’s Codex to improve coding efficiency.

Significant barrier or risk

The most important barrier or risk is uncertainty about balancing physics complexity, resource management, and gameplay fun in the bigger game, which is causing hesitation in fully committing to developing the mini-game.

Keynotes

Issues & Next Steps

  • Sent beta licenses for initial feedback; needs to follow up with testers soon.
  • Found ~160 useful code improvements using OpenAI Codex; considering ChatGPT license for future coding assistance.
  • Fixed spacecraft simulator gravity to calculate from planet surfaces instead of centers for realism.
  • Planning to add rebound to collisions to enhance landing feel; lowered damping for driftier movement.
  • Exploring macro-scale physics for asteroid collisions and fracturing with material properties and geode exposure.
  • Developing grapple hook mechanic for dynamic asteroid interaction.
  • Needs to resolve smooth transition between planet landing and takeoff and improve thrust/gravity realism.
  • Debating inclusion of unnavigatable environments (wormholes/black holes) for gameplay impact.
  • Focusing on learning Godot syntax and refining core mechanics before expanding projects.
  • Planning minor business website improvements, but lower priority currently.
  • Balancing physics complexity, resource management, and gameplay fun remains an ongoing challenge.

Uncategorized Notes

  • Fixed Obsidian page status indicator glitches to improve reliability.
  • Packaged Nucleate app for Mac using Metal; ready for platform testing.
  • Started learning Godot and rebuilding a simple project to grasp its scripting and game dev concepts.
  • Naming space game Jumpsuit (working title: Orbital Jump); prioritizing smaller self-contained games to test ideas and accelerate feedback.

Generated with Nucleate by Watchlight Studio — distilled from full transcription.