<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><generator uri="https://jekyllrb.com/" version="4.4.1">Jekyll</generator><link href="https://hamaonoverdrive.online/feed.xml" rel="self" type="application/atom+xml"/><link href="https://hamaonoverdrive.online/" rel="alternate" type="text/html"/><updated>2026-08-12T21:42:54+00:00</updated><id>https://hamaonoverdrive.online/feed.xml</id><title type="html">hamaonoverdrive.online://</title><subtitle>hamaonoverdrive&apos;s personal website: indie visual novel development and discussion; technology and society; programming and art. The future is in our hands.</subtitle><entry><title type="html">20260715_WHAT_HATH_GOD_WROUGHT!</title><link href="https://hamaonoverdrive.online/2026/07/15/WHAT-HATH-GOD-WROUGHT.html" rel="alternate" type="text/html" title="20260715_WHAT_HATH_GOD_WROUGHT!"/><published>2026-07-15T00:00:00+00:00</published><updated>2026-07-15T00:00:00+00:00</updated><id>https://hamaonoverdrive.online/2026/07/15/WHAT-HATH-GOD-WROUGHT</id><author><name></name></author><category term="WHGW"/><category term="gamedev"/><summary type="html"><![CDATA[AND IT WAS DONE. GO PLAY WHAT HATH GOD WROUGHT! (That said, this post will be spoiler-free.) This game was a massive team undertaking, and I haven’t had to lead a creative team on something of this scale and complexity before. I’m so glad that most comments have been speaking highly of every part of the game– to me, that means that I did a good job tieing everything together as a director. I’ll do a proper writeup/postmortem about the game later, I dunno if it will get much into the directorial side of things but I definitely have things to say about Renpy as an engine at this point. There’s also a lot to say about the influences that went into this game– but I feel like a lot of that has shaken out via shitposts at this point. I love science fiction. If I could only write genre fiction for the rest of my life I would be happy. I love science fiction. If I could only write genre fiction for the rest of my life I would be happy. Honestly the last week and a half of dev was kind of a blur,]]></summary></entry><entry><title type="html">20260530_WHAT_HATH_GOD_WROUGHT</title><link href="https://hamaonoverdrive.online/2026/05/30/WHAT-HATH-GOD-WROUGHT.html" rel="alternate" type="text/html" title="20260530_WHAT_HATH_GOD_WROUGHT"/><published>2026-05-30T00:00:00+00:00</published><updated>2026-05-30T00:00:00+00:00</updated><id>https://hamaonoverdrive.online/2026/05/30/WHAT-HATH-GOD-WROUGHT</id><author><name></name></author><category term="WHGW"/><category term="BDSiM"/><summary type="html"><![CDATA[Since the last time I posted here, I have another game out, UNLOCK &amp; UNWIND. This is another collab with Fisher, a bloody action story about a cybernetically enhanced sadistic infiltrator and her mission to kill the Princess. It’s a short and fun VN, made for Daydrinking Jam. But, looking at the date… how we feeling, gamedev fam? hahahahahah yeah Soooo, unfortunately, BDSiM chapter 2 is not going to happen before TYVNJ2 starts. I have definitely made bits and spurts of progress– I penned a few scenes that I can’t wait to see y’alls reactions to, but alas. It’s going to get shelved for the time being. But! I am super pumped for what’s coming up next– Fisher and I got an all-star team of people together to work on our TYVNJ2 team for WHAT HATH GOD WROUGHT. This is the original pitch that we used when asking around for interested parties. In the year 2000, after Y2K was averted and during the peak of the dot-Com bubble, an unexpected technological disaster upends the world: the manifestation of information-consuming demons in Zones surrounding internet datacenters. Study and manipulation of these thermodynamics-defying demons has the potential for massive leaps in scientific development, but is easier said than done: navigating Zones of demonic activity is a dangerous affair, because electronic signals– including the firing of neural synapses– have the potential to attract an interloper. For this reason, scientists often work together with local guides in order to conduct research. This story will follow a guide and a scientist and how their understanding of the world, personal beliefs, and social positions clash. I’ve been doing a ton of reading for background knowledge and inspiration. It’s a bit imposing to coordinate and direct for a team like this, but given the conversations we’ve been having in the team discord server and talent we have working together here I am so so so excited to get this off the ground. After convincing Congress to plow $30,000 into his project, Morse strung up a [telegraph] wire between Baltimore and Washington, D.C. The first official message careened along that Baltimore—D.C. line in 1844, and it was a strangely oracular pronouncement: “What hath God wrought!” This bit of scripture was suggested by the daughter of the U.S. commissioner of patents, though Morse himself surely concurred with the sentiment; besides being the son of a staunch evangelist, he would later transfer a good portion of his considerable fortune to churches, seminaries, and missionary societies. Still, the first telegraphed message reads as much like an anxious question as a cry of glee, and today we know the answer: What God wrought, or rather, what men wrought in their God-aping mode, was the information age. –From TechGnosis by Erik Davis This game is going to share a bit of its creative DNA with BDSiM; I came across the concepts that would eventually turn into this game while doing background reading for that one. I suppose this is the nature of the creative. At least I got this scene, which has a lot of thematic overlap with WHGW, down on the page before the jam starts. At least I got this scene, which has a lot of thematic overlap with WHGW, down on the page before the jam starts. Anyways, I gotta go work on the meatspace nonsense I need to wrap up this weekend before the jam starts. Onwards! 🏃‍♀️‍➡️]]></summary></entry><entry><title type="html">20260421_Monthly_Minutia</title><link href="https://hamaonoverdrive.online/2026/04/21/Monthly-Minutia.html" rel="alternate" type="text/html" title="20260421_Monthly_Minutia"/><published>2026-04-21T00:00:00+00:00</published><updated>2026-04-21T00:00:00+00:00</updated><id>https://hamaonoverdrive.online/2026/04/21/Monthly-Minutia</id><author><name></name></author><category term="site_update"/><category term="BDSiM"/><category term="indie_game_discussion"/><summary type="html"><![CDATA[Yo, how’s it going? Is bluesky down again? Shame. You know what won’t be down due to AWS outages and/or vibe-coding? Your own personal website! And now I can announce that I helped put together this guide and support forum for indie web devs, so please check it out! Now, I got a lotta small things done and continue to have a lotta increasingly big things to do, so let’s keep this post brisk.]]></summary></entry><entry><title type="html">20260320_Ryona_Yuri_Jam_Roundup</title><link href="https://hamaonoverdrive.online/2026/03/20/ryona_yuri_roundup.html" rel="alternate" type="text/html" title="20260320_Ryona_Yuri_Jam_Roundup"/><published>2026-03-20T00:00:00+00:00</published><updated>2026-03-20T00:00:00+00:00</updated><id>https://hamaonoverdrive.online/2026/03/20/ryona_yuri_roundup</id><author><name></name></author><category term="indie_game_discussion"/><category term="BDSiM"/><summary type="html"><![CDATA[As a slightly overdue update for this blog, my Ryona Yuri VN Jam entry, BDSiM, has been updated with more CGs and minor QoL fixes for the Noise Jam 2 release. This is the last planned update until I finish Chapter 2, which is now detailed in the game’s roadmap. Needless to say, the preface to this blog post of recommendations is about how I highly recommend that you check out the game I worked on, but I may be a bit biased there :p Over the past month or so I played all entries to the Ryona Yuri VN Jam and had a lot of fun with it. After thinking about it for a bit I decided to write up this blog post,]]></summary></entry><entry><title type="html">20260217_BDSiM_DEMO_release</title><link href="https://hamaonoverdrive.online/2026/02/17/BDSiM-demo-release.html" rel="alternate" type="text/html" title="20260217_BDSiM_DEMO_release"/><published>2026-02-17T00:00:00+00:00</published><updated>2026-02-17T00:00:00+00:00</updated><id>https://hamaonoverdrive.online/2026/02/17/BDSiM-demo-release</id><author><name></name></author><category term="BDSiM"/><category term="gamedev"/><summary type="html"><![CDATA[Wahoo! I finally got some of these brainworms out! Go play Bloodsport Duel SiMulator! Also, happy year of the horse! It’s been an incredible joy to build something that’s such a self-indulgent combination of my niche interests, both in terms of game contents and the methods used to develop it. I want to talk about it soooo much, but some things will have to wait until it’s farther along in development… Alongside that, please enjoy this art I commissioned from the wonderful Dorkfruit, who also made the logo for the game. Rotating these characters at a speed faster than even my long-term OCs. I’ve got some more money to throw at people who are good at drawing Creepy Women, if anyone has any recs to send my way… (maybe I should make a page for commissions and gift art at this point?) Rotating these characters at a speed faster than even my long-term OCs. I’ve got some more money to throw at people who are good at drawing Creepy Women, if anyone has any recs to send my way… (maybe I should make a page for commissions and gift art at this point?) Ahh, what to say next…]]></summary></entry><entry><title type="html">20260104_What_BDSiM_is_about</title><link href="https://hamaonoverdrive.online/2026/01/04/This-is-what-BDSiM-is-about.html" rel="alternate" type="text/html" title="20260104_What_BDSiM_is_about"/><published>2026-01-04T00:00:00+00:00</published><updated>2026-01-04T00:00:00+00:00</updated><id>https://hamaonoverdrive.online/2026/01/04/This-is-what-BDSiM-is-about</id><author><name></name></author><category term="personal"/><category term="BDSiM"/><category term="gamedev"/><summary type="html"><![CDATA[There are a lot of things on my mind on the eve of Yuri Ryona Jam. On one hand, I’ve been sketching away at the big picture for this project for several months now and I am super excited to finally put rubber to the road. On the other hand, this is going to be my largest writing project to date, and I’m a bit scared that I’m biting off more than than I can chew, especially once you consider the stat-raising and simulation elements of the game.1 I love these three terrible people so much already. I can’t wait for you all to meet them. I suppose I have the backup plan of submitting a demo for the ryona jam and finishing the game during the subsequent Noise Jam 2, but that’s not really what this blog post is about. &#8617;]]></summary></entry><entry><title type="html">20260102_DSE_Roguelike_V5_Release</title><link href="https://hamaonoverdrive.online/2026/01/02/DSE-Roguelike-V5-release.html" rel="alternate" type="text/html" title="20260102_DSE_Roguelike_V5_Release"/><published>2026-01-02T00:00:00+00:00</published><updated>2026-01-02T00:00:00+00:00</updated><id>https://hamaonoverdrive.online/2026/01/02/DSE-Roguelike-V5-release</id><author><name></name></author><category term="code_releases"/><category term="gamedev"/><category term="site_update"/><category term="FOSS"/><summary type="html"><![CDATA[Just on time, I’ve completed my listed set of goals for developing the roguelike fork of the renpy Dating Sim Engine. The biggest and most impressive feature of this fork is a standalone python simulator for DSE playthroughs, which can be used to estimate typical player stats under different play strategies or estimate gameplay stats like how hard specific endings are to achieve. Random act selection (left) achieves the "relaxed" ending &gt;90% of the time, while a player who tries to maximize their strength and intelligence stats and prioritizes triggering events (right) always achieves one of the three confession endings.Running a Monte Carlo Simulation of a simulation game… Baudrillard probably has something to say about this. Random act selection (left) achieves the "relaxed" ending &gt;90% of the time, while a player who tries to maximize their strength and intelligence stats and prioritizes triggering events (right) always achieves one of the three confession endings.Running a Monte Carlo Simulation of a simulation game… Baudrillard probably has something to say about this. There are already two parties interested in developing games using this engine (and the accompanying suite of simulation tools), and, while it may take the back burner to any game jams I’m involved in, I fully intend to provide support for this engine in the coming years. Don’t hesitate reach out if you want help using this code to make a game!]]></summary></entry><entry><title type="html">20251217_Site_Layout_Update</title><link href="https://hamaonoverdrive.online/2025/12/17/Site-Layout-Update.html" rel="alternate" type="text/html" title="20251217_Site_Layout_Update"/><published>2025-12-17T00:00:00+00:00</published><updated>2025-12-17T00:00:00+00:00</updated><id>https://hamaonoverdrive.online/2025/12/17/Site-Layout-Update</id><author><name></name></author><category term="site_update"/><summary type="html"><![CDATA[Life’s been a lot lately and I’ve been distracting myself with clicking around the new old web and doing some minor upkeep here. Looking around the personal pages of other FOSS aficionados partially inspired me to get my shit together, which includes, among other things, setting up a repo for web code demos that I want to share. With this post I’m rolling out some tweaks to the overall structure of this website, with the goal of making it easier to navigate the increasingly large breadth of content. Changelist: Added favicon ToC tweaks Moved reformatting of long entries to Ruby backend instead of javascript Fixed minor issues with ToC links with special unicode characters (looking at you, Butterfly Æffect) Subtle effect that makes onscreen headings appear bold /links page updates Added more buttons Added cliques and applied to new webrings Added the entire Tools and Uma Musume sections Added more entries to Lit. and Deus Ex sections Added tagging system to blog posts Can see all posts with a given tag at /tag/(tag name).html “Related Posts” section at the bottom of each blog post, populated by posts with the most similar tags.]]></summary></entry><entry><title type="html">20251214_Jekyll_Image_Gallery_release</title><link href="https://hamaonoverdrive.online/2025/12/14/Jekyll-Image-Gallery-release.html" rel="alternate" type="text/html" title="20251214_Jekyll_Image_Gallery_release"/><published>2025-12-14T00:00:00+00:00</published><updated>2025-12-14T00:00:00+00:00</updated><id>https://hamaonoverdrive.online/2025/12/14/Jekyll-Image-Gallery-release</id><author><name></name></author><category term="FOSS"/><category term="code_releases"/><summary type="html"><![CDATA[I have just published a release of my custom and filterable image gallery! Key features: Automatic thumbnail generation and integrated lightbox: give users a high-level glance of your work with low-bandwidth images, with high-res versions a single click away. Robust tagging and filtering system: user-definable and hierarchical tags make it easy for users to find the works they want to see or for you to link users to a specific subset of your works. All gallery information stored in a single file, which can be updated through a bundled python script: no pesky copy and pasting of image locations and descriptions! Direct link to individual images in gallery view: avoid hotlinking raw images and preserve the bundled description for a given piece.]]></summary></entry><entry><title type="html">20251201_Sadism_and_Simulation</title><link href="https://hamaonoverdrive.online/2025/12/01/Sadism-and-simulation.html" rel="alternate" type="text/html" title="20251201_Sadism_and_Simulation"/><published>2025-12-01T00:00:00+00:00</published><updated>2025-12-01T00:00:00+00:00</updated><id>https://hamaonoverdrive.online/2025/12/01/Sadism-and-simulation</id><author><name></name></author><category term="indie_game_discussion"/><category term="link_roundup"/><category term="personal"/><category term="BDSiM"/><category term="FOSS"/><summary type="html"><![CDATA[Long time to write! I feel like I’ve been rather busy lately, but not with creating things that I would usually share on this website. This is a common cycle of mine, where I go through phases of intense creation and phases of taking in new works by the dozens. Right now, I’m clearly in the ‘taking in new works’ phase. This is probably for the best– I maintain that having a varied media diet (and a variety of life experiences) is important for creating compelling art, and I find that avoiding getting lost in one thing for too long helps prevent creative stagnation. So instead of posting about what I’ve been creating, I’ll use this space to talk a bit about what I’ve been reading, doing, and thinking about, as well as how this is all going to fit together into Bloodsport Duel SiMulator (BDSiM), my upcoming stat-raising game for the Yuri Ryona VN Jam. (Or, if this doesn’t sound interesting, you can skip ahead to the beginning of the link roundup.)]]></summary></entry></feed>