Why Ironbelt
TODO: open with the one-sentence version of the game. Something close to: Ironbelt is a factory builder where the production chain feeds a war you have to out-produce to win.
TODO: say why you are building it. The honest version is more interesting than the marketing version — what was missing from the factory games you already play?
The belt system
TODO: pick one system and go deep on it. Belts are the obvious first choice because they are the most visual, and because the intersection handling is genuinely non-obvious.
TODO: this is the part programmers stay for. Do not flatten the detail — the audience for a factory-game devlog is mostly people who write code, and they can tell when you are hand-waving.
clip — belt junction under load/assets/devlog-01-belts.mp4
Once the clip exists, replace that whole <figure> with:
<figure>
<video autoplay loop muted playsinline src="/assets/devlog-01-belts.mp4"></video>
<figcaption>Two full belts merging into one.</figcaption>
</figure>
What is next
- TODO: the next system you are actually building
- TODO: the thing you know is broken and are going to fix
- TODO: roughly when the next devlog lands
If you want to know when the demo is playable, the mailing list is the only place I will announce it.