Ask HN: What Are You Working On? (March 2026)

2026-03-090:072851098

What are you working on? Any new ideas that you're thinking about?

What are you working on? Any new ideas that you're thinking about?

Comments

  • By YesBox 2026-03-091:3329 reply

    I changed gears and moved into the video games industry at the end of 2021.

    I started developing a city builder called Metropolis 1998 [1], but wanted to take the genre in new directions, building on top of what modern games have to offer:

    - Watch what's happening inside buildings and design your own (optional)

    - Change demand to a per-business level

    - Bring the pixel art 3D render aesthetic back from the dead (e.g RollerCoaster Tycoon) [2]

    I just updated my Steam page with some recent snapshots from my game. Im really happy with how the game is turning out!

    [1] https://store.steampowered.com/app/2287430/Metropolis_1998/

    [2] The art in my game is hand drawn though

    • By iknowstuff 2026-03-097:154 reply

      So pretty. But:

      > Both adults in a family will now own a car. This is required since there are not other transportation options, and sidewalks are optional.

      Is this temporary or are you planning to release it like this? SimCity leaned into euclidean zoning (separate industrial/residential/commercial zones) and pocketable cars which needed no parking, and thus failed to properly showcase how ugly car-centric cities actually are. I’m sure they did it because it made for an easy gameplay loop/balancing but I’d hope we could come up with more realistic and interesting mechanics in 2026

    • By smusamashah 2026-03-095:111 reply

      I have been following you on twitter since I saw it. It looks amazing. Recently tried the demo. It is like under 50MB (the demo at least) which is insane these days. Placing building required construction of the building room by room which was tedious. I am sure some people will enjoy that. Will that be the core part of final game?

    • By zelphirkalt 2026-03-098:541 reply

      Can you tell more about your background? Making a sim like this also crossed my mind many times, but I learned in the past, that without much of any art skills, I would have to use resources of others or hire someone to make the graphics and so on. In the times of me playing around with RPG maker it was the missing story that was the problem. So it seems often that one core aspect is missing, when wanting to make a game. How did you learn to fill that gap, learn how to get that skilled with making the graphics?

    • By tarokun-io 2026-03-092:491 reply

      Metropolis 1998 looks beautiful! (and addictive!)

      Will you do a native Linux release, or has it been tested with Proton?

      Also, just from watching the video and screenshots in the Steam page, it seems like a crazy amount of work. Are you doing everything by yourself?

    • By yreg 2026-03-0911:49

      We really do need more new isometric grid based games. They are less realistic but it is _so_ satisfying to build in them.

      I've commented on it before: https://news.ycombinator.com/item?id=39810716

    • By nanders 2026-03-0911:25

      I am one of those who grew up with Sim City/Transport Tycoon. I will definitely try this when it's released and go back into nostalgia but with a modern touch. Adding it to my wishlist right now. Good luck with wrapping this up towards a release!

    • By 2muchclout 2026-03-0915:371 reply

      This looks awesome! From the isometric perspective, how did you do the walls or vertical stuff in general? I have done a few game like that and always find it to be a struggle in 2D.

    • By nickzelei 2026-03-1014:37

      Awesome! I’ve had this game on my wishlist for a while now. Just saw there is a demo, will have to check it out!!

    • By _el3m3n7 2026-03-094:48

      Love the concept! I would love it even more if you could add support for SteamDeck/proton

    • By herpdyderp 2026-03-092:252 reply

      I came across your game last year! Can't remember how. Any hopes of macOS support?

    • By pjc50 2026-03-0910:37

      The aesthetic is so incredibly 1998. Reminds me not just of SimCity 2000 but the lesser played "A-Train", with its gentle day-night cycle.

    • By badpun 2026-03-0912:23

      I get a lot of "UFO: Enemy Unknown" vibe from the art.

    • By zorked 2026-03-097:52

      I only had to look at the first screenshot to think "yup, this was made for me, I am buying this".

    • By cdaringe 2026-03-1016:38

      Killer latte art

    • By tr3ntg 2026-03-0911:03

      Logged in to agree with all the other comments: this is so, so pretty. Will try the demo soon.

    • By holografix 2026-03-0911:56

      Looking forward to the release!

    • By Folcon 2026-03-093:141 reply

      Awesome to see your progress YesBox!

      Didn't realise you'd swapped to isometric, it's looking fabulous!

    • By 999900000999 2026-03-091:441 reply

      Very very cool!

      Did you roll your own engine, I know Godot has issues scaling past a certain number of simulations.

    • By gunju84 2026-03-0910:54

      Curious, What u used to do earlier ? before changing gears?

    • By jmole 2026-03-0916:20

      Any chance you'll release on macOS/Linux?

    • By vijaym2k6 2026-03-1016:13

      Damn, that looks nice!

    • By asimovDev 2026-03-097:12

      The visuals are stunning, great work!

    • By adamgoodapp 2026-03-094:10

      Looks amazing, added to my wish list!

    • By Aeolun 2026-03-092:14

      Cool! Isometric for the win :)

    • By multisport 2026-03-0915:47

      Looks very good!

    • By strontian 2026-03-0915:30

      wow, love the look of your game!

  • By keithnz 2026-03-091:412 reply

    Vibe-coded a YouTrack CLI tool in < 1 hour:

    https://github.com/keithn/yt

    Also working on a language for embedded bare-metal devices with built-in cooperative multitasking.

    A lot of embedded projects introduce an RTOS and then end up inheriting the complexity that comes with it. The idea here is to keep the mental model simple: every `[]` block runs independently and automatically yields after each logical line of code.

    There is also an event/messaging system:

    - Blocks can be triggered by events: `[>event params ...]`

    - Blocks can wait for events internally

    - Events can also be injected from interrupts

    This makes it easy to model embedded systems as independent state machines while still monitoring device state.

    Right now it’s mostly an interpreter written in Rust, but it can also emit C code. I’m still experimenting with syntax.

    Example:

        module WaterTank {
          type Direction = UP|DOWN
          let direction = UP
          let current = 0
    
          [>open_valve direction |> direction]
          [>update level |> current]
    
          [
            for 0..30 |> iteration {
              when direction {
                UP   -> !update level=current + 1 |> min(100)
                DOWN -> !update level=current - 1 |> max(0)
              } ~
              %'{iteration} {current}'
            }
          ]
    
          [>update level |> when {
              0..10  -> %'shallow'
              11..15 -> %'good'
              16..   -> %'too much!' then !open_valve direction=DOWN
            }
          ]
        }

  • By tomwojcik 2026-03-096:1311 reply

    Since subreddits related to identifying AI images/videos got very popular, my wife started to send me cute AI generated videos, older family members can't distinguish AI videos at all, I've decided to code a weekend side project to train their Spidey sense for AI content.

    https://IsThisAI.lol

    The content is hand picked from tiktok, Instagram, Facebook, Reddit and other AI generating platforms.

    Honestly I don't know where I'm going with this, but I felt the urge to create it, so here it is.

    I learned how to optimize serving assets on CloudFlare.

    Feedback welcome.

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