Jeffrey M. Barber

Tombstone

rpg-spine

Jun 2026 · age 44

What it was

A toolkit for a role-playing game on the Playdate, a handheld with a 400 by 240 one-bit screen, whose whole save state is one schema-defined document. A small schema language gives every field a stable integer code; a Java generator turns it into C that saves the game as a stream of field-coded commands and loads it by replaying them, skipping codes it does not know. Around that spine grew a one-bit image codec with a provably minimal encoder, a story compiler that turns branching dialogue into integers and images, and a JavaFX editor suite for dungeons, worlds, monsters, items and stories. It was built in seventeen days with an AI coding agent doing most of the typing, and a shelf of design documents longer than the code.

Wins, for the age

What it taught

Genealogy

Ancestors: BSG Prototype: a whole game's state as one typed document. Cutter: the sprite-cutting eye behind the image pipeline. Deckify: JavaFX tooling for game content. Kitchen: the old shape of schema compiler, editors and game together. Tiles: walls and edges derived rather than drawn. Descendants: none on record. It stopped with the formats built and the VMs still on paper.

Epitaph

Field codes so the save survives a rename, a codec proven minimal, and five editors for a dungeon you enter once and either die in or clear. Seventeen days, one primate, one machine, and a design shelf longer than the code.