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Factory changelog

Notes for Factory only.

The factory now judges its own look and feel

I gave the factory two new senses. It now measures how responsive the hero feels, in milliseconds, and it scores screenshots of the world against my questions, like whether the light and the sky are beautiful. The weak spots become ideas it builds and tests on its own.

factory#50, mage#59

Draper builds every page from scratch

Milestone

I changed what the factory aims for with Draper. Instead of filling a template, it should write each page's components itself from what the founder says and the vibe they want, with real animation and free libraries like React Bits. Copy still has to be right.

factory#47

Passage I before the look

I moved the game's look behind the first playable passage, so there is something to play and judge before the art. Draper is benched on scripted meetings for now, since voice waits for credits.

factory#44

The factory now asks if it's building the right thing

Each project gets a PM pass that plays the current build, picks the next slice someone can actually try end to end, and cuts work that slice doesn't need. The first plan makes Passage I of Adventures of Ari playable before more systems pile up. Small changes now get a quick review instead of a full one, and a pass checks that its tools really run before spending anything.

factory#43, mage#57, draper#21

The factory reads my comments now

Fixed

I'd been commenting on issues and PRs and honestly nothing was reading them - one where I said 'you can decide this yourself' just sat there for hours. Now every pass reads what I write on open issues and on factory PRs, acts on it and replies with what it did. Since the factory posts from my account too, its own comments carry a hidden marker so it can tell us apart.

factory#38

The factory stops waiting on me to merge

Fixed

Looked at the numbers today and basically I was merging almost everything by hand - 49 of 52 factory PRs. A big reason was a path rule that flagged mechanics work as 'needs a playtest' just for touching a file with the wrong name. That's gone now, only the reviewer marks real feel work, so the merge bot can actually do its job. Also added the site to the inbox form.

draper#18, mage#52, factory#36, factory#35

The factory can see what it builds

My factory can now record the game and Draper the same way every time: fixed camera spots, a punch frame by frame, a whole Draper meeting at phone and desktop width. Builds attach before and after images to their pull requests, and reviews look at those images instead of trusting a description. On its first run it already caught a crosshair drawn over the pause menu and a green flash in Draper's orb.

factory#28, mage#49, draper#14

The factory builds in parallel now

Fixed

A factory pass used to start one build and spend the rest of its budget re-checking where things stood. Now it measures real token use, runs up to four builds at once, and keeps its check-ins cheap. Game work that only needs a playtest for feel is split off, so the rest can merge on its own.

factory#27

An art plan for Adventures of Ari

Learned

The factory now builds the look before the first passage's content, so Ari's world gets made with real models from the start. It begins with free stylised kits and lighting built in code, aiming at Horizon and Kena. A later milestone swaps in models made just for this game, generated with AI and finished in Blender.

factory#22, mage#48

Draper has a real vision now

Milestone

I wrote down what Draper should actually feel like - a conversation that's super snappy, a page that takes shape while you talk, and hosting it without leaving the meeting. The factory now builds toward that, and it measures speed and judges the page from a screenshot instead of guessing. First up is a speed test, so we know how fast it really is.

factory#19

The factory writes its own tickets now

I was supplying every ticket to the factory myself, which kind of defeated the point. Now each project has a vision, a separate agent checks how far the app actually is from it, and the factory plans the work to close the gap. When it hits something only I can decide, it opens an issue and moves on.

factory#18

The factory can work on my website now

I onboarded my own website into the factory, so it can pick up orders for the site the same way it does for my apps. The planner also ran today and lined up the next batch of orders - one of them turned my game pitch into a proper design doc.

factory#16, factory#17

The factory merged its first orders on its own

Milestone

Two orders went all the way through today - a cell built each one, a fresh reviewer checked it against the acceptance line, and the repo merged it once the label was on. One adds a copy rule that catches invented numbers in generated pages, the other documents every scoreboard threshold so I can set real values. Honestly the cells used way more tokens than I estimated, so that's next to tune.

draper#3, mage#17

The factory runs all the time now

I didn't want to babysit the factory, I just want to dump ideas into it. So now there's an inbox - I open an issue from wherever, and every three hours a pass picks it up, plans it, builds it and has a fresh reviewer check it before anything merges. If it can't tell what done means, it just asks me in the issue.

factory#7

The factory actually builds now

Milestone

Until today the factory only planned - it wrote orders every night and then did nothing with them. Now dry run is off, so the planner hands orders to cells that open real PRs on the game and Draper. Marktrita joined too, but just for upkeep - new levels and products, no new mechanics. The weekly budget is honestly a guess for now, so I'll tune it after the first week.

factory#6

The factory takes on a second project

Milestone

Draper joined the factory next to the game, so the nightly planner now writes orders for two projects. I also made the cell prompt project-agnostic - each project names its own docs and scoreboard, so adding the next one is basically just a portfolio entry.

factory#3

The factory's first real order found two of its own bugs

Learned

I let the factory work on its first real order today, a check for the game's fight data. The work itself was fine, but it showed my risk rules called a test-only change risky, and that agents had no clean place to write down how an order went. Now the nightly planner keeps that record itself, and agents just leave notes in their pull request.

factory#5, mage#13

I set up a software factory for my projects

I set up my software factory today, with Mage, my Godot game, as the first project. Every night a planner agent looks at what the project needs, writes small orders and ranks them by whether they're worth the tokens. Before an agent's change can land in the game it has to pass the tests and a few hundred simulated fights. For now it only plans, so I can watch a few nights before it builds anything.

factory#1, factory#2, factory#4, mage#1, mage#9, mage#12