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Why Open Quest Format froze its file format at v0.1 while the packages keep changing
Open Quest Format has two version numbers. The file format was frozen at OQF1 in the first release and can only grow by appending columns, while the TypeScript packages stay 0.x and are still allowed to break their API. This post explains why the two are kept apart and how the append-only rule works.
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Why Open Quest Format keeps dialogue separate from quests
open-quest-format gamedev architecture
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Shipping a Rust native module to four targets from one CI
cozy-steamworks rust ci
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What Skyrim and Baldur's Gate 3 quests have in common
open-quest-format gamedev architecture
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Adding leaderboards and global stats to steamworks.js: what Steam doesn't tell you
cozy-steamworks cozy-coast gamedev
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Measuring the OQF compact format: 677 tokens against 1,200 for JSON
open-quest-format formats ai
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Deciding Steam session requests in Rust, before JavaScript can answer
cozy-steamworks cozy-coast rust
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Proving a quest is completable before anyone plays it
open-quest-format gamedev architecture
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Forking steamworks.js for Cozy Coast's multiplayer hub
cozy-steamworks cozy-coast gamedev
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Why I wrote an open quest spec instead of a plugin
open-quest-format gamedev open-source
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The laptop that was closed all day
open-source feeds architecture
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Tail: following a feed instead of re-fetching it
open-source feeds
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A tap wizard with zero LLM calls
open-source feeds
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