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March 22, 2026 - Archaos: beta 3

A new major release has just dropped. This contains many fixes, QoL improvements and such, but the highlights are:

  • Much more competent computer wizards. They now act much smarter with regards to their spell choices, unit movement and so on. The general intelligence they display can also be modified with a new difficulty slider in the (also new) player configuration menu. As the difficulty increases, so too does their aggression, sneakiness and attention span.
  • Mobile support. While the game has long been ‘sorta’ playable on mobile, it now has proper support for things like panning around the board, auto-focusing on the next player and more. The UI has also been tweaked to fit better at mobile viewport sizes.
  • Enhanced spells and units. A small but growing selection of new spells are available (they can also be turned off if you want a more classic experience). They include some powerful new dragons, a unique immobile ranged-attack unit and a few more. I have several more spells and units planned – see this document for more info.
  • Better UI. The UI elements I created many moons ago were partially implemented, but some of the UI was still just placeholder stuff. Now all of the menus, inputs, checkboxes etc. have the correct styling.
  • Many bugs fixed. Yep. There were a lot. Notable ones include being unable to fly-attack enemies in some cases, and computer wizards raising dead units right under the feet of a non-dead unit. You can view more info on Github’s bugs page: https://github.com/lewster32/archaos/issues?q=is%3Aissue%20label%3Abug
  • Tests, tests and more tests. Under the hood, there’s now a huge suite of over 1,000 tests that run before every deployment. This has proven invaluable in fixing and adding features while being confident I’ve not broken anything.

With all that though, we’re not done yet! Here are some of the things I have planned still:

  • Remote multiplayer. It’s the most requested feature, and something I’ve experimented with a lot in the past. I now have many of the building blocks in place to get this right, so this is still definitely on the cards.
  • Tutorials. For Chaos die-hards, it should be very easy to pick up and play Archaos, but I’m acutely aware it’s a game with a learning curve, despite all of the effort I’ve made to have it explain itself and try not to overwhelm the player. That said, a nice set of tutorial scenarios to introduce new players to the mechanics would be a very nice thing indeed.
  • Standalone client. While it’s very convenient to play Archaos on the web, and it was indeed built to be a web-based game, I’d like to look at distribution of the game as a standalone thing. I’ve already got a pretty good working prototype of a slimline desktop client powered by Tauri, so having this able to be distributed via something like Steam is now a definite goer. Watch this space!
  • More spells and units. As mentioned above, I don’t want to stop at the few new spells and units I’ve added. Eventually I’d like to get them all in there! This would also come with a way for each game to select the available set of spells wizards have access to.
  • More interesting board terrain. Right now, everything happens in the rectangular void, as it did in the original. I’ve always been interested in having a bit more variation in the scenery though. Trees, walls, ruins, visual variety to the floor types and more are all things I’d like to add to spice up the look and feel of the board, as well as potentially add some obstacles and dangers. All optional of course!

Anyway, enough gassing. Go play it here: https://www.archaos.co.uk/

If you’re interesting in the nerdy stuff, visit the Github repository here: https://github.com/lewster32/archaos/ – you can also post any bugs, suggestions or comments in the issues board.

Have fun!

June 26, 2025 - CodePen greatest hits pt. 1

I’ve always enjoyed short, snappy little projects that deliver a quick dose of dopamine, and I’m a big fan of CodePen as a way to exercise that ‘tinker and play’ attitude.

One of my earlier and more involved pens was the result of a thought: “What if 8-bit but open world?”. A great candidate seemed to be Jet Set Willy, and luckily there’s an absolutely excellent disassembly of the game available. It was fascinating to dive into the data and see how efficiently everything was packed in there while remaining pretty readable. Before the days of widespread fast and convenient compression, programmers just squeezed things down to the last bit.

I ended up writing various routines to process things in a way that looked true to the original, including figuring out how to parse the attributes (the way the Speccy encoded colour and more into 8×8 pixel blocks with a single byte) and generate all of the graphics, rooms and movement patterns.

It’s not complete unfortunately – the arrows and the rope swinging routine got the better of me at the time, but I still think it’s still a really cool little bit of nostalgia, and decently structured (for the time at least; this is pre-ES6 JavaScript).

Anyway, here it is in all its glory. Enjoy!

I quite like the big comment attempting to explain all the bitwise stuff:

    // The attribute format is a single byte containing 2x 1-bit values for flash and bright, then 2x 3-bit values for paper and ink
    // So the value 221 (binary 11011101) broken down becomes flash 1 (1), bright 1 (1), paper 011 (3) and ink 101 (5)
    // To extract these, we perform up to two operations:
    // 1. We perform a bitwise AND on the value with a bitmask of corresponding length for how many bits you want to extract - if 
    // we're looking for a boolean here (using a single bit in the mask), we can just coerce it with the !! operator as the outcome
    // will be zero for false and non-zero for true
    // 2. We perform a bitwise shift to the right so that the bits we're interested in are at far right side
    //
    // Examples:
    // To get the bright value (1 - true) from 221 (11011101):
    // 221 & 64 = 64  (binary: 11001101 AND 01000000 becomes 01000000)
    // !!64 = true    (binary: 01000000 is non-zero, so it becomes true)
    //
    // To get the paper value (3) from 221 (11011101):
    // 221 & 56 = 24  (binary: 11011101 AND 00111000 becomes 00011000)
    // 24 >> 3  = 3   (binary: 00011000 shifted right 3 times becomes 00000011)
    //
    // Quite a nice explanation of what you can do with bitwise operators can be found here:
    // https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Operators/Bitwise_Operators
    // 
    // P.S. I revised this whole intro in September 2020 as I realised I didn't understand bitwise operations as well as I should
    // have. Littered throughout this code are examples of the old inefficient method of "shift then and", as opposed to the
    // 'correct' way of doing things (especially for single bits). No doubt there's more on this for me to learn but it's good to
    // be honest.

I’ll write up a few more of these for other pens I’ve done if there’s any interest. Let me know in the comments or via one of my socials if you’d like to know more about any of these, or indeed anything else I’ve done!

June 22, 2025 - Touch-ups

I’ve been recently promoting some of the stuff I do on social media, and I noticed this site was, quite frankly, very tired. It didn’t work properly on mobile, the custom font had stopped working, media links had all been broken for years, and all kinds of other things that are especially embarrassing to a full-time web developer. “The cobbler’s children have no shoes” and all that. So I’ve fixed a few things, updated some stuff, added updated social links on the sidebar and generally tidied up a bit.

I’ve thought numerous times about more thoroughly updating the site to be more of a portfolio/museum of work. There’s absolutely tonnes of stuff I’ve done over the years, much of which has just sat on my computer gathering dust. So, watch this space, as I may actually get around to doing something a bit more substantial in that regard.

In the interim, enjoy what’s here, and hopefully have a better time of it on your phone!

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August 8, 2014 - Phaser Isometric plug-in

Recently, as part of my continued work on Archaos (yes, I’m still working on it, never fear!) I put together an isometric (well, axonometric to be a little less precise) renderer for Richard Davey‘s wonderful Phaser HTML5 game development framework. It’s got a nice adjustable axonometric projection helper, a simple and fast physics engine based on Phaser’s own bread-and-butter Arcade Physics, and it’s probably close to production ready. I deliberately kept the system simple, and the API as close to the existing Phaser API as possible to allow for quick adoption, and it plugs in pretty much seamlessly.

You can view the microsite I put together for it here, browse the repo (and maybe even if you feel like it, or spot some of my horrendous and inevitable broken maths, contribute) on GitHub here, view the API docs here, and I’ll also be posting some simple examples to demonstrate the various features shortly. Enjoy!

August 1, 2014 - British Gaming Podcast

I’ve begun appearing on one or two podcasts, the first of which went out on Wednesday. You can watch the full more than 2 hour recording here:

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March 29, 2014 - It’s still alive…

www.archaos.co.uk

More soon…

June 11, 2013 - Ignite100 startup funding

Just a quick one today. I’ve registered with F6S for the chance to get some much needed help in bringing Archaos to you lovely people; and I’d very much appreciate your support just by simply following by clicking the button below:

Follow Lewis Lane on f6s

Don’t worry, I don’t want any money, pledges, DNA etc, just a simple show of support – it really will mean a lot to me, as there’s nothing I want more than to get the chance to be able to make games such as Archaos – games which I feel there really is a dearth of in this age of many shallow social and AAA titles alike.

Whether or not you choose to follow me on there, the fact that you’re reading this already shows that I have an audience, and that’s really important. Thank you so much for your support!

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May 1, 2013 - Financial hiatus

I’m taking a little bit of a break from Archaos at the moment as more immediate priorities have arisen – notably my financial status! As you probably know, I quit my full time job in September of last year to work on Archaos, and indeed I’ve made a lot of progress; as much if not more in my abilities as a programmer as on the game itself.

As it stands, I need to do a partial rewrite on the client, as some aspects of it (mainly legacy stuff from last year) have become unmaintainable. Sounds drastic but I assure you this is only a minor setback; lots of Archaos is done and working to my satisfaction (the server for example is in a pretty good state at the moment, and the implemented features are working very efficiently) however the rigours of dealing with stateful asynchronous stuff all over the place (via the network, player inputs, waiting for animations and so on) combined with the lack of any kind of pattern have led to a game which as it stands is becoming near impossible to debug. Action must be taken, and that will begin with the application of a proper MVC pattern to the client game code.

In order to continue to be able to work on Archaos, I’ve taken on some web jobs (which bizarrely appeared totally out of nowhere from friends right as my savings were about to dry up) but this is a temporary thing and as soon as they’re done, I’ll be back onto Archaos and aiming for a beta release.

I can only apologise for the seemingly endless false starts and broken deadlines for those of you who’re following this project – it’s embarrassing to keep having to explain myself. My focus is however still solidly on getting Archaos finished and released, and then getting to the bit I’ve been really looking forward to; extending the game through new modes, features, spells and units!

Stay tuned!

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