Introducing DTWorldz Sprite Capture Studio
ToolsAug 31, 20268 min read
Field NoteHow DTWorldz turns prepared Blender characters and equipment into fixed-cell layered COLOR/DEPTH sprite atlases and portable JSON manifests.
Read field noteFirst-hand articles on the systems, architecture and production decisions behind DTWorldz games and tools: GOAP AI, persistence, survival loops, weather, farming, Blender workflows and layered sprite capture.
ToolsAug 31, 20268 min read
Field NoteHow DTWorldz turns prepared Blender characters and equipment into fixed-cell layered COLOR/DEPTH sprite atlases and portable JSON manifests.
Read field note
Ashen HearthJun 10, 20266 min read
How Ashen Hearth's campfire design can connect fuel, cooking, warmth and settlement work, informed by a reusable DTWorldz Unity foundation.
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Notes are arranged by time, not by importance. Each one records a system while it is still changing.
Field noteAshen Hearth
Devlog 01 on the unstable feeling behind Ashen Hearth: scarce resources, passing time, harsh weather and villagers trying to hold the homestead together.
Field noteGameplay
A practical Unity farming-system design for Ashen Hearth, informed by DTWorldz crop growth, watering, season and persistence reference code.
Field noteSystems
How DTWorldz approaches Unity saves with stable IDs, ordered restoration, schema migration, runtime entities and atomic backup recovery.
Field noteWorldbuilding
Why Ashen Hearth builds its first survival homestead by hand, then layers Unity pathfinding, weather and world-response systems over that authored space.