space prototype

Wall Damage and Patching, Pathfinding Improved

dcfedor's picture

Hey Folks! Pretty productive day, today, as I spruced-up pathfinding a bit, as well as added damaged/patched walls.

The pathfinding fixes and improvements were a big chunk of the day, since there were several edge cases to sort out with all the recent changes. First, I had to add code to abort the current interaction if the goal became unreachable. Also, AI was getting caught in pathfinding loops when the target tile was unwalkable (such as when fixing a broken floor). I had to do some special handling for path calculations when that situation occurs.

Pathfinding, Doors, Queues, and Items

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Hey Folks! Bit of a slog today, as I continue working through some annoying bugs in the pathfinding, queue, and other systems.

I was able to figure out why AI prematurely triggered interactions while walking towards them. Basically, the code to calculate range to target in tiles was incorrectly converting units, causing most distances to be 0. In other words, the AI almost always thought it was close enough. Once I fixed that calc error, the AI would correctly wait until it arrived at a destination before triggering its interaction or UI.

Picking Up Items, Pathfinding

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Hey Folks! Hope everyone had a good weekend. A lot of family time for us due to the combo of Mother's Day and nice weather. Including the toddler's first tea party, and some quality time spent swamp-side listening to bullfrogs.

Hull Patching, and Item Fetching

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Hey Folks! Minor update today, as I'm sort of mid-feature right now. I'm working on making the hull-patching process use items from elsewhere on the ship.

Destructable Ship Parts

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Hey Folks! Moving on to one of the suggestions from a couple days ago: damage modeling.

Since I'm on the lookout for things that make long transit times interesting, and ship salvage, repair, and maintenance are something I want to handle, I turned my attention to destructables today. And as an experiment, I decided to model it in the game using a dedicated component instead of purely through data.

Back On That Horse

dcfedor's picture

Hey Folks! Feeling a bit better about things today. I think yesterday's realizations got the better of me, and I ended up feeling really discouraged. But some time to (not) think about it has given me perspective, and many of you had some very helpful suggestions and encouragement (thank you!). I think where I am today is a bit healthier.

And, importantly, ready to press on.

A Hard Look

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Hey Folks! Bit of a rough day, today. I've been having doubts about the prototype lately, and spent most of the day soul searching.

Rendering Questions

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. A lot of nice weather, family time, and Battletech on mine. Plus, I finally saw Blade Runner 2049. (Yes, I consume media with considerable lag.)

More Faces! And Graphics Musings.

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Hey Folks! Took a bit of a diversion today to catch-up with Emily's latest face work, since she had been waiting a few days for me to drop her latest assets into the game. And as you can see in today's image, they came out pretty well!

Sailing On the Wide Accountancy

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Hey Folks! Almost there with the finances stuff, as it's now up and running and I'm testing it with data, and testing general usability.