LagLore banner

LagLore

2 devlogs
2h 42m 55s

LagLore is an asynchronous web-based strategy game where players submit actions that resolve over time instead of in real-time. The project focuses on game logic, background processing, and long-term world progression rather than fast reflexes. Currently in early development, with core systems being designed and implemented.

This project uses AI

Used ChatGPT for planning architecture, reasoning through game systems, and debugging during development. And ofc the banner image but the idea my code the logic is by me and no ai yes in the website to make it attarctive i may use ai but everything else is by me

Loading README...

nubprogrammer

🛠️ Devlog #2 — Giving LagLore a Face (2h 05m)
Today’s session was all about bringing LagLore to life visually.
After locking in the core concept — Mr. Laggy testing players through unstable trials — I spent time translating that idea into actual game assets. This meant designing a full pixel-art character set for Mr. Laggy, covering multiple emotions and states so he can feel present across every trial rather than just being a static mascot.

Alongside the character work, I designed sprite assets for each individual trial — UI elements, game-specific components, and meta progression icons like ranks, trophies, and trial states. The goal was consistency: every game should feel like part of the same universe, not disconnected demos stitched together.

One challenge was designing assets that feel dynamic even before animation. Since these are browser-based games, the sprites needed to work well with lightweight animation techniques like frame swapping and CSS transforms, without relying on heavy engines.

By the end of the session, LagLore finally felt like a real game world rather than a concept. With the full visual foundation in place, the next step is implementing the first playable trial and wiring progression and leaderboards on top of these assets.

Attachment
Attachment
Attachment
Attachment
Attachment
Attachment
Attachment
Attachment
0
nubprogrammer

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.

Attachment
Attachment
0