Five Weeks of Graduate School… and What’s Next The last five weeks have been some of the busiest I’ve experienced in quite a while. Between working during the day and taking two accelerated graduate courses in Artificial Intelligence, most evenings were spent building neural networks, implementing transformer architectures, studying trustworthy AI, and writing research papers […]
As many of you know, I am currently pursuing a Master of Science in Artificial Intelligence at East Texas A&M University. For the Summer 2026 session, I am enrolled in two accelerated graduate courses: What would normally be sixteen-week courses have been condensed into an intensive five-week session. The workload is significant, but successfully completing […]
Over the past few weeks, a major new system has been taking shape inside Tharendell: spellcasting. The core spell system is now functional end-to-end, including spell selection, target selection, combat execution, and round resolution integration within the battle engine. While there is still polish and expansion ahead, this marks a major milestone in the project’s […]
It has been about three weeks since my last development update, and honestly, the end of the semester completely consumed my life. Finals season hit hard, but even with school taking most of my attention, I still managed to make some major progress on Tharendell and the Forge42Engine. The biggest milestone is that the first […]
This past Saturday, I rolled out a quiet but highly impactful update to the Forge42Engine, the battle engine that runs Tharendell. One of the biggest pieces of feedback I had been hearing was around battle responsiveness. Previously, when a fight was executed, players had to wait for the entire simulation to complete before receiving the […]
After about four weeks of deep focus (and more coffee and very late nights, than I’m willing to admit), I’m excited to roll out a major upgrade to the Forge42Engine and its supporting UI. This release fundamentally expands the scope of combat—from single-character encounters to fully orchestrated party battles with positioning, ranged combat, and progression […]
Originally, my goal was to have multi-PC battles released and in alpha testing by now. I actually got them working… but once they were running, it became clear that the engine needed a few more foundational pieces before those battles could be tested fairly. Rather than rushing the feature out, I decided to step back […]
It feels like it’s been a little while since my last update, so I wanted to take a moment to bring everyone up to speed on what has been happening behind the scenes. The past couple of weeks have been busy on the academic and work front. I recently submitted my research paper on Spark […]
Since my last development update, several core systems inside the Forge42Engine have reached production stability. Password Reset System A secure password reset workflow is now live.Reset links are delivered via email and validated server-side to preserve account integrity. Equipment System – Phase 2 CompleteThe character equipment system has been rebuilt to support true slot-based logic.Players […]
The last few weeks has been a really good one for Tharendell, and I’m excited to say I’ve pushed several major features into production. ⚔️ Single Fight Is Live (Alpha Testing) The Single Fight feature is now live as part of our alpha testing of the battle engine. Players can jump in, run a full […]