[1:04:16][@Miblo][I must have missed the bit about the snake. What is that?]
[1:05:47][@nbm][It's actually a millipede]
[1:06:10][@unrealdesign][How long do you hope this will go on for? Do you see yourself doing different game once this is finished?]
[1:07:23][@lm4rcu5l][You mentioned you'd spend four hours cleaning code. Why not have a Handmade Hero day once every other month or so and deal with problems like that?]
[1:07:43][@ezysigh][About the one entity per grid spot checking, how will you handle leaving a spot just before a monster lands there? Right now it's binary. Do you plan to add a fuzziness as you step off a square onto another one and a monster lands on your spot?]
[1:09:53][@guitarm87][Someday I will have to ask you about how to think when representing data in a program. I understand structs, enums, arrays and such. But what regulates when to use which?]
[1:14:06][@longboolean][So the idea is to have the entity system both be able to support groups of entities that change from one into another (like a monster that mimics other objects), and entities that when separated from the group can take action on their own (like a necromancer resurrecting a ripped off arm)?]
[1:15:45][@lachieds][Slightly off-topic: On average how many hours a day do you work on 1935?]
[1:16:28][@paganheart][On the note of UML, how much / often would you say you deal with that at work, if at all? In the gamedev industry, anyway]
[1:16:42][@guitarm87][Good answer, I understand what you mean. Just do it enough and you'll see what works. Experience. Thanks!]
[1:16:50][@elyasm][Have you thought about using Vulkan? It is super low-level access to hardware]