Devlog — LagLore (Ideation & Setup)
Spent this session laying the foundation for LagLore, a non-static web-based strategy game built around asynchronous gameplay and delayed outcomes. The core idea is to make time itself a mechanic — players don’t need to be online simultaneously, and decisions unfold over real-world time rather than instant reactions.
The focus today was ideation and structure rather than heavy feature work. I finalized the project concept, defined the scope to keep it manageable, and planned the architecture so future development doesn’t turn into a refactor nightmare.
On the technical side, I set up a lightweight web stack:
Frontend: HTML, CSS, and JavaScript (no heavy frameworks yet)
Hosting: Vercel for fast iteration and zero-config deployments
Version Control: GitHub for clean history and incremental shipping
I also created an initial “Coming Soon” landing page to establish a live demo endpoint early. This helps with visibility, quick feedback, and makes sure deployments are working before the game logic grows more complex.
Structurally, the project is designed to scale in phases:
Static landing & concept validation
Core game loop (client-side)
Persistence layer (lightweight backend / database)
Multiplayer & asynchronous mechanics
What I’m most proud of here is resisting the urge to overbuild early. Keeping the setup simple makes it easier to iterate fast, avoid burnout, and actually ship features instead of fighting tooling.
Next up: implementing the first interactive gameplay prototype and visual identity for LagLore.