<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Garcia Moonshine</title><description>Garcia Moonshine — AI engineer, automation architect, and indie game developer. Devlogs for Isekai Mugen Soul Online and Project Aeterna, plus autonomous agent workflows.</description><link>https://garciamoonshine.com/</link><language>en</language><item><title>Isekai Mugen Soul Online Devlog #5: Subjugation, Persistent Unique NPCs &amp; Working Shadows</title><link>https://garciamoonshine.com/blog/isekai-mugen-soul-devlog-5/</link><guid isPermaLink="true">https://garciamoonshine.com/blog/isekai-mugen-soul-devlog-5/</guid><description>The game&apos;s namesake mechanic lands: mobs subjugated into persistent, procedurally generated Unique NPCs with appearance DNA, exclusive trait sets and weekly wages. Plus a day/night cycle whose sun finally moves, and the shadow bug that turned out to be three bugs.</description><pubDate>Thu, 08 Oct 2026 00:00:00 GMT</pubDate><category>isekai</category><category>isekai</category><category>subjugation</category><category>npc</category><category>day-night-cycle</category><category>shadows</category><author>Garcia Moonshine</author></item><item><title>Isekai Mugen Soul Online Devlog #4: Persistent Accounts, Bestiary Dungeon Mobs &amp; Anime Gateway</title><link>https://garciamoonshine.com/blog/isekai-mugen-soul-devlog-4/</link><guid isPermaLink="true">https://garciamoonshine.com/blog/isekai-mugen-soul-devlog-4/</guid><description>Deploying isolated zero-overhead persistence with password hashing, multi-character selection, 3D animated Bestiary monsters (Puglins and Imps), directional PCF shadows, cross-platform 20-slot inventory, and procedural Web Audio.</description><pubDate>Thu, 08 Oct 2026 00:00:00 GMT</pubDate><category>isekai</category><category>isekai</category><category>persistence</category><category>authentication</category><category>inventory</category><category>shadows</category><author>Garcia Moonshine</author></item><item><title>Project Aeterna Devlog #1: Why I Am Building This</title><link>https://garciamoonshine.com/blog/project-aeterna-genesis/</link><guid isPermaLink="true">https://garciamoonshine.com/blog/project-aeterna-genesis/</guid><description>A personal reflection on memory, family legacy, and why we are using technology to ensure our elders&apos; stories outlive time itself.</description><pubDate>Mon, 05 Oct 2026 00:00:00 GMT</pubDate><category>aeterna</category><category>project-aeterna</category><category>memory</category><category>family</category><category>ai</category><category>legacy</category><author>Garcia Moonshine</author></item><item><title>Isekai Mugen Soul Online Devlog #3: Playtest Feedback, Combat Retaliation &amp; Homestead Polish</title><link>https://garciamoonshine.com/blog/isekai-mugen-soul-devlog-3/</link><guid isPermaLink="true">https://garciamoonshine.com/blog/isekai-mugen-soul-devlog-3/</guid><description>Iterating on real player feedback: fixing monster counter-attacks, tuning natural walk gait vs high-speed dash, physicalizing building collision, and streamlining the farming loop.</description><pubDate>Mon, 05 Oct 2026 00:00:00 GMT</pubDate><category>isekai</category><category>isekai</category><category>playtest</category><category>game-feel</category><category>locomotion</category><category>homestead</category><author>Garcia Moonshine</author></item><item><title>Isekai Mugen Soul Online Devlog #2: Gameplay Mechanics in Action, The T-Pose Mystery &amp; Asset Credits</title><link>https://garciamoonshine.com/blog/isekai-mugen-soul-devlog-2/</link><guid isPermaLink="true">https://garciamoonshine.com/blog/isekai-mugen-soul-devlog-2/</guid><description>A deep dive into our working gameplay mechanics: expanded 52m clearing, live farming, punch combat, the subjugation pipeline, and the engineering post-mortem of the AnimatorAvatar T-pose bug.</description><pubDate>Sun, 04 Oct 2026 00:00:00 GMT</pubDate><category>isekai</category><category>isekai</category><category>combat</category><category>animation</category><category>bugfix</category><category>asset-credits</category><author>Garcia Moonshine</author></item><item><title>Architecting Autonomous AI Workflows: Beyond Basic Chatbots</title><link>https://garciamoonshine.com/blog/autonomous-ai-agent-workflows/</link><guid isPermaLink="true">https://garciamoonshine.com/blog/autonomous-ai-agent-workflows/</guid><description>How multi-agent orchestration, persistent graph memory, and tool routing unlock next-generation developer leverage.</description><pubDate>Thu, 01 Oct 2026 00:00:00 GMT</pubDate><category>ai</category><category>ai-agents</category><category>automation</category><category>orchestration</category><category>rag</category><category>workflows</category><author>Garcia Moonshine</author></item><item><title>Isekai Mugen Soul Online Devlog #1: Vision, Browser-Native 3D Architecture &amp; Master Roadmap</title><link>https://garciamoonshine.com/blog/isekai-mugen-soul-devlog-1/</link><guid isPermaLink="true">https://garciamoonshine.com/blog/isekai-mugen-soul-devlog-1/</guid><description>Introducing Isekai Mugen Soul Online: a browser-native 3D MMORPG combining nostalgic anime/Flyff aesthetics, real-time action combat, homestead base building, and a unique monster subjugation pipeline.</description><pubDate>Mon, 28 Sep 2026 00:00:00 GMT</pubDate><category>isekai</category><category>isekai</category><category>mmorpg</category><category>three.js</category><category>roadmap</category><category>architecture</category><author>Garcia Moonshine</author></item></channel></rss>