$ whoami
↪ Richard Ziolkowski

Richard Ziolkowski. I make apps, games & tools for learning.

I’m Richard, a software developer in Canberra. Most of these projects began as something I wanted to use, learn from, or make for someone I care about.

pwd
~/rzkowski.com
site
rzkowski.com
home
Canberra, Australia
show
17 featured · 43 projects · 61 prototypes
cmd
press / to filter projects
Read the latest project posts ↓ explore the projects

$ tail ./project-notes

What I’ve been working on.

Stories from the apps and games as they develop, with a look at the work along the way.

Read the full project journal ↗

A native workbench for practice

The Expanded workspace is getting a native redesign across Mac, iPad and iPhone, with room to edit, run and check a simulated machine.

I’ve been giving TerminalDrill’s Expanded workspace a more coherent native interface. On the Mac, the editor, terminal and task can sit together; on iPad they share the available space, while iPhone keeps each step focused. Saving a file, running a command and checking the result still mean different things.

Continue the project story

A world that remembers your commands

TerminalTribe’s native Mac rebuild carries the first campaign, with painted regions and lasting traces of the commands used along the way.

The native TerminalTribe now carries the whole first campaign. I’ve been working on what remains after a command succeeds: lights return to a settlement, a relay stays connected, and records survive. Twenty inspectable field traces tie those changes to the original work in your expedition.

Continue the project story

New swimmers for the reef

A Neo Tide beta and a newer local pair of Retro Poolside swimmers bring more character to the ocean, costumes and movement.

Game design and creative direction: my wife. Development and implementation: Richard Ziolkowski.

I’ve been giving Tidewhim more sculpted pixel-art detail while keeping the ocean paintings and my wife’s creative direction. The Neo Tide overhaul reached beta build 11 on 18 October, with revised creatures, scenery, equipment and animation.

Continue the project story

Building Vector for a view from behind

The 3D experiment is moving towards a chase camera, starting with the ship’s rear, underside and banking silhouette.

My first native volume experiment still felt like a top-down game with thicker ships. I’m now working on a proper view from behind Vector, with threats further ahead and commands kept readable.

Continue the project story

A delivery through Meridian

A new Mac typing adventure follows Patch across a rainy city, with command practice woven into a delivery and a rescue.

Terminal Runner has become another way for me to explore learning through play. Instead of looking down a terminal, you follow Patch across a rainy city with an amber data vial and someone to bring home.

Continue the project story

A longer climb, with somewhere to stand

A saved 99-floor journey, independent activity climbs and a mountain trail that follows the traveller’s progress.

I’ve expanded Climb the Tower into a saved 99-floor journey. Walking, cycling, paddling and tennis can support separate climbs or a mixed adventure. The mountain now follows the selected climb: the traveller moves along a winding trail, completed landings keep their lights, and the full map opens at the current floor.

Continue the project story

TerminalShot: from 2D to the first steps in 3D

My little neon typing shooter has grown quite a bit. Now I’m experimenting with taking it into 3D.

TerminalShot started with a little neon ship and falling Linux commands. It’s since grown into a much more elaborate 2D game, with illustrated ships, bosses and combat that follows the music. Now I’m experimenting with giving that ship somewhere to fly, while keeping the typing at the centre of it.

Read the full post

An intro for TerminalShot

An intro cinematic I generated for TerminalShot (TSHOT).

It’s a little janky, but I don’t mind a bit of jankiness. I thought it was pretty cool, so I wanted to share it here.

TerminalShot (TSHOT) — generated intro cinematic.
Video description

A programmer at his terminal sees an alien invasion over the city. After a helicopter arrives, he is recruited to operate a recovered spacecraft, boards it with his keyboard and launches towards an alien industrial world. The generated film includes dialogue, sound effects and music.

Continue the project story

Some of this stuff is kind of cool

A small personal update on making things, sharing more of them, and getting better at the work.

I’ve finished a lot of development work lately and picked up some new techniques along the way. I’m excited about the progress, even if this portfolio does a fairly poor job of showing it.

Read the full note

A clearer way to choose a swim

Playtest feedback has led to longer ocean levels, a separate Free Swim, and a calmer home for outfits and achievements.

Game design and creative direction: my wife. Development and implementation: Richard Ziolkowski.

The playtest feedback has changed how you choose a swim. I’ve been working from my wife’s revised design: selected levels now have a finish, while Free Swim keeps travelling through the ocean. Voyage and Drift are now difficulty choices for either format. Reaching the end opens the next level; the postcard discoveries are optional things to look for along the way.

Continue the project story
All project posts, including earlier updates →

$ ls ./projects

Projects and collaborations.

Some are available to use, some are still taking shape. Each project has a little of its story, screenshots, and a note about where it stands.

$ ls ./featured

Featured work

The projects I am spending the most time with.

17 entries

$ ls ./active

Active builds

More apps, games and experiments I am working on.

21 entries

$ ls ./mods-and-ports

Mods & ports

Side builds, emulator ports, and modding projects.

3 entries

$ ls ./archive

Earlier slices

Ideas I tried and projects I have since moved on from.

2 entries

$ cat ./about.md

Richard Ziolkowski

I am a Canberra-based software developer. I make iPhone apps, web tools, games, courses, local AI systems, and small developer utilities. Most of the projects here started as something I wanted to use, teach, or play myself. Tidewhim, Cat Climber and Whisker Witch are designed and creatively directed by my wife; I develop and implement them.

I usually work in Swift and SwiftUI, React and TypeScript, Python, and Docker. I like seeing an idea through: figuring out how it should work, making it, and coming back to the details after someone has tried it.