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ninjabot@ghostdeck:~/log$ head living_city.txt

The last post covered the cyberdeck's gameplay loop: contracts, mission graphs, RPS combat, chain storylines, three-path endgame. With those bones in place I spent the next few days fleshing out the world around them. The OPERATOR isn't just running missions anymore; they're moving through a city that has its own …

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ninjabot@ghostdeck:~/log$ head deck_gameplay.txt

I've spent the last couple weeks turning the cyberdeck from "a thing that talks to you in cyberpunk-flavored ways" into something that's actually a game. Now there's a real loop: you take contracts from fixers, you run them through one of several gameplay modes, the world reacts, your reputation moves …

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ninjabot@ghostdeck:~/log$ head ai_cores.txt

The idea of hot-swappable AI "cores" is central to the fiction of the cyberdeck I'm building. Each core has a distinct personality, communication style, and set of capabilities. Some of them are just for fun and variety. They all bring something unique to the overall experience. I've built the supporting …

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ninjabot@ghostdeck:~/log$ head deck_interface.txt

I've always had a soft spot for good text-driven experiences. I spend most of my workday in a terminal. I have fond memories of text adventures and MUDs. The beauty of a good text UI (TUI) is its simplicity; you aren't bombarded with more information than you can handle and …

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ninjabot@ghostdeck:~/log$ head cyberdeck.txt

I've been working on a hobby project for several months and am at a point where procrastination is preventing meaningful progress, so I thought it would be a good time to document what I've done so far.

I'm building a cyberdeck.

Some would argue my current design doesn't meet the …

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