#multiplayer

2 posts

Building a Better Pictionary for Family Game Night

I got tired of getting out-shouted playing Netflix Pictionary, so I built my own version with typed answers, custom words, and an AI that draws.

My family loves playing Netflix’s Pictionary game. We’ll pull it up on the TV, pass a phone around for drawing, and spend an hour yelling guesses at the screen while someone frantically scribbles.

It’s fun. But there’s a problem.

The Shouting Problem

Some people are just louder than others. And when you’re playing a game where the first person to shout the correct answer wins, the loud people dominate. Every. Single. Time.

I noticed I’d sometimes just… not guess. Not because I didn’t know the answer, but because I couldn’t compete with the speed-shouters. The people who machine-gun twenty guesses in three seconds while the rest of us are still processing the drawing.

I wasn’t alone in this. I’d catch other family members going quiet too, watching instead of playing.

Looking back, I think what I wanted was to make the game more accessible. To give everyone—not just the fastest, loudest person in the room—a fair shot at guessing.

So I Built My Own

Over the winter break, I threw together a custom Pictionary game. The idea was simple: what if you could type your answers instead of shouting them?

With typed answers, you’re not competing on volume. Everyone submits their guess, the system checks it, and the first correct answer wins. Quiet people can play. Introverts can play. People who need an extra second to think can play.

I added a few other features while I was at it:

  • Multiple guessing modes: Typing for fair competition, buzzing for buzzer-style gameplay, or classic shouting for when you want chaos
  • Custom word entry: Players can submit their own words, so you can add inside jokes and family-specific references
  • Team modes: 2, 3, or 4 teams, plus free-for-all
  • AI bot players: For when you need an extra person (more on this below)

The result is live at pictionary.joellithgow.com.

The AI That Draws

This is the part that got weird and fun.

I built two types of AI bots that can join the game as players. When it’s their turn to draw, they actually draw—stroke by stroke, just like a human would.

One bot uses GPT-4o to generate drawings. I prompt it with a word, it returns a description of shapes (circles, rectangles, paths), and I convert those into animated strokes. It’s like watching an AI think through how to represent “elephant” or “birthday party” in simple shapes.

The other bot pulls from pre-defined drawings when the AI is unavailable or slow.

Building these bots was mostly for my own entertainment during solo dev time, but they’re actually useful when you have an odd number of players.

The Holiday Test

I was excited to play it with the family over the holidays. We loaded it up, everyone joined the room on their phones, and…

We hit bugs. Immediately.

Turns out I’d never actually tested it with more than one real person. Multiplayer games have this pesky requirement where you need multiple players to properly test them. Who knew.

We played for a bit, laughed at the jank, and I took notes on what was broken. Classic MVP experience: ship it, watch it break, fix it, repeat.

I’ve since worked out the major bugs, and I’m excited for next time we all gather. The game actually works now.

What I Learned

The best part of this project wasn’t the code—it was the speed. I went from “what if I could type answers?” to a working prototype in a few days. Then from prototype to a real game over a couple weeks of evening sessions.

That’s the magic of side projects. No stakeholder reviews. No sprint planning. No waiting for approvals. Just an idea, a laptop, and the freedom to build something dumb and fun for the people you love.

I’m excited to make more multiplayer games. There’s something deeply satisfying about building something your friends and family actually use—even if the first session is mostly debugging in real-time while everyone watches.


If you want to try it: pictionary.joellithgow.com

Fair warning: the servers aren’t heavily load-tested. But if you want to solve the shouting problem at your next game night, give it a shot.

He's Going the Distance: Making a Minecraft Difficulty Scaling Mod

What happens when you make a Minecraft mod where the game gets harder the farther you travel from spawn? Zombies. So many zombies. A quick dev journal about building a distance-based difficulty scaler and discovering it's secretly a co-op game.

The Song That Launched a Mod

I was coding when “The Distance” by Cake came on. You know the one—“He’s going the distance, he’s going for speed…”

And I thought: what if that was a Minecraft mod? What if the farther you traveled from spawn, the harder the game got? Not just a little harder. Exponentially, absurdly, ridiculously harder.

So I made it. And I called it “He’s Going the Distance” because sometimes the best project names come from whatever song happens to be playing.

The Build: Standing on the Shoulders of Mutualisms

This mod came together fast. Way faster than my previous Minecraft mod about ecological partnerships.

Why? Two reasons:

1. I’d already learned Minecraft’s core systems. The mutualism mod taught me how Fabric works, how game mechanics layer together, how to think about mob behaviors and world generation. That knowledge transferred directly.

2. This mod is conceptually simpler. No custom mobs. No new blocks or items. No complex ecological relationships. Just one core mechanic: distance from spawn affects difficulty.

The implementation touches everything—mob health, spawn rates, damage scaling, the works—but it’s all variations on a single idea. And once again, Claude Code made it possible. What would have taken me weeks (or months) of researching Minecraft’s difficulty systems happened in a few focused sessions.

The QA Session: Boats, Zombies, and Beautiful Chaos

Here’s where it got fun.

A friend was staying over, and I recruited them for playtesting. We loaded up the mod, spawned into the world, and started exploring.

At first, everything seemed normal. Minecraft as usual. But as we traveled farther from spawn—building our way across oceans in boats—the game started to reveal its teeth.

Then we got far enough.

Zombies started spawning on our boats. Not near us. Not in the water. Literally materializing on the boat we were riding.

We died. A lot.

But here’s the thing: we were laughing the entire time. The absurdity of the escalating difficulty, the chaos of trying to navigate while zombies spawn-killed us—it was exactly the kind of ridiculous gameplay moment I’d hoped for.

The Design Evolution: Accidentally Making a Co-op Mod

Testing with another person revealed something I hadn’t anticipated: this isn’t really a single-player mod.

Playing solo, the difficulty curve felt punishing. Too steep. You’d venture out, get overwhelmed, die, and feel frustrated.

Playing co-op? Perfect. The escalating challenge felt like an adventure you were tackling together. The difficulty became a shared obstacle instead of a personal failure.

So I adjusted the scaling. Made it more gradual. Tweaked it shorter and shorter until we found the sweet spot—a difficulty curve that ramped up just fast enough to feel exciting with a partner, but not so fast that it became frustrating.

The mod became tuned for two players almost by accident. And honestly? That’s way more interesting than what I originally envisioned.

What I Learned: Different Kinds of Fun

Building this mod taught me something about my own creative process.

I love both types of modding:

  • Content mods (like the mutualism mod): Adding new things to the world—mobs, blocks, mechanics, ecological relationships
  • Gameplay mods (like this one): Tweaking how existing systems work to create new experiences

They scratch different creative itches. Content mods are about world-building and narrative. Gameplay mods are about systems design and balancing.

Right now, I’m enjoying exploring both. Trying different ideas, building quick prototypes, seeing what sticks. I’m not trying to commit to one massive mod project—I’m experimenting until I find something I want to spend serious time on.

And that feels right. This whole return to Minecraft modding isn’t about building the perfect mod. It’s about rediscovering why I fell in love with game development in the first place.

The Technical Bit: What Actually Changes

For those curious about implementation, here’s what scales with distance from spawn:

  • Mob health: Farther enemies are tougher to kill
  • Mob spawn rates: More hostiles appear as you explore
  • Mob damage: Hits hurt more the farther you are
  • Everything else I could think of: The mod touches pretty much every difficulty parameter Minecraft exposes

The scaling is gradual now (thanks to playtesting), but venture far enough and you’ll absolutely notice the difference.

What’s Next

For now, the mod is “done.” Not done-done—there’s always more tuning, more features, more polish. But done enough that I’m happy with it.

I’ll probably play it with more people, see how it holds up with different group sizes, maybe discover new breaking points or hilarious failure modes.

Eventually I might come back and expand it. Add configuration options for the scaling curve. Implement different difficulty profiles. Who knows.

But right now? I’m ready to start the next experiment. Another mod idea, another gameplay concept, another song-inspired project name.

Reflections: Speed Running Creative Ideas

What strikes me most about this project is the velocity.

Idea → working prototype → playtested → tuned → “shipped” in a timeframe that would have been impossible for me even a year ago. Not because I’m a better programmer (though I am learning), but because the tools have changed.

Claude Code didn’t write this mod for me. It helped me build it. There’s a difference. I still made every design decision, tuned every parameter, playtested every iteration. But I didn’t have to spend days hunting through Minecraft’s source code or deciphering outdated modding tutorials.

It’s the same creative flow I found with the mutualism mod, just applied to a different kind of project. And I’m starting to realize: this is how I want to make things. Fast iteration, rapid prototyping, shipping ideas before they have time to get stale.

He’s going the distance. He’s going for speed.

Turns out that song was more appropriate than I thought.