Logbook
61 days in developmentsince the first drawing, August 17, 2026
I'm making a game about a school. Not alone: Claude writes the code, and on this ship it's my flight engineer. I come up with the ideas, play the builds and tell it what to fix or where something doesn't make sense.
This is the logbook. Every Friday I write down what worked that week, what broke and what had to go, with screenshots. It starts at the very beginning, when the game was still called Cool School. Until October 11 the game spoke Russian, so the early screenshots have Russian on them.
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Just like real life
days 55 to 61
Fifty commits on a Saturday and physics for every object. Clues and an investigation board, a honk like in Goose Game, a Steam page, a comment from Reddit that changed the main rule, and a drawing of the school again. -
Duck the Rules!
days 48 to 54
The game got a name. Sneakers for walking on walls, a taxi on a chair, a camera like in GTA, the living comic frame, an investigation instead of a ghost and a big cleanup of branches. -
Three storylines in three days
days 41 to 47
The ghost became a school legend, then dares, then Mister Nobody. Slow motion like in The Matrix, the teacher's rap to a beat, the game got a style, and the main character came out on roughly the fiftieth try. -
The napkin that launches people
days 34 to 40
Forty students came to life and went out for break. A napkin sends people flying. The deputy head became a duck in a suit, and the chase began. And for the first time the question came up: do we need the ghost at all? -
Five notes from the chief tester
days 27 to 33
My daughter played the demo, and that made five fixes in one day. I played it through myself and found more. A halftone screen to make it feel cozy, a fairy-tale oak and seven commits in three minutes. -
The school is up in four seconds
days 20 to 26
Five passes at the shadows and getting tired of them. The first thing from Blender, knee socks that wouldn't stay on the legs, and a school that is no longer assembled at every launch but baked in advance. -
Teaching people to walk
days 13 to 19
Movement studied against Untitled Goose Game, a move to a skeleton, a pose book that grew from one to thirty-two. The janitor mops the floor and wrings the mop into a bucket, and the oak survived five attempts. -
The ghost of this school
days 6 to 12
The game got a story about a ghost, people showed up in the classroom, and a unicorn flew past the window. And the crew's first rule: features must not go missing. -
Seven drafts and one toilet
days 1 to 5
Pictures from Pinterest merged in ChatGPT, seven drafts of a drawing in one morning, a plan raised into 3D, and nine commits in forty minutes for one toilet seat. -
The school in a browser
before day one
Three weeks before Godot. A horror game that turned into a cat school, a campus of eight buildings, 284 commits on three.js, a staircase that ran into the ceiling and a chair that kept going back to where it was picked up.
How the picture changed
Almost three months in twenty seconds. Press ▶ or drag the slider.
July 28: the school still runs in a browser, on three.js
August 17, morning: the floor plan
August 17, evening: a school in an empty field
August 18: an empty classroom
August 21: outlines and lamplight
August 22: the first people in class
August 26: tasks and a clock
September 13: the halftone screen
September 24: a living classroom
October 6: the living comic frame
October 13: a shot for Steam
October 16: the atrium
July 28October 16