Engineering & Design Logs
Full chronicle of technical breakthroughs, architecture notes, and physics quirks.
Soggy Chips & Automated CI/CD: Streamlining Our Devlog Pipeline
How we hooked up GitHub Actions to automate our devlog workflow, freeing up more time to fix leaky static caravan roofs in Godot.
Devlog #14: Soggy Chips, Godot Grid Systems, and Arcade Economics
A deep dive into our dynamic weather engine, utility grid architecture in Godot 4, and balancing British seaside nostalgia with hardcore park management.
Pitching Tents Online: Web Portal Update & In-Game Booking Systems
We've launched our new studio web hub alongside an in-depth look at how we're building Caravan Park Tycoon's guest booking pipeline in Godot 4.
Devlog 04: Continuous Integration, Horizontal Drizzle, and Truncating the Seagull
We built an automated web deployment pipeline and stripped back the site graphics because the mascot was terrorizing the layout engine.
Devlog #14: Reversing Caravans & Avoided Puddles — Pitch Mechanics and Navigation
A deep dive into how we built dynamic pitch placement for static and touring caravans, and how Godot 4's NavigationServer keeps hundreds of British holidaymakers marching toward the seaside arcade.
Caravan Park Tycoon Devlog #14: Ballistics, Bins, and Horizontal Rain
In which awnings launch into the North Sea, campers develop a passion for municipal recycling, and weather states range from grey to very grey.
Welcome to Fin and Games
Initial foundation and devlog pipeline testing.