space prototype

Motley Crew

dcfedor's picture

Hey Folks! We're definitely making headway on the crew portraits.

As you can see from today's image, I finally figured out how to texture swap. After a couple of hours of failing to do things the "right" way, I just hacked some code to do it my way. (Basically, exposed a texture property that would otherwise be private on each SpriteMeshInstance.) And it worked!

Face Swapping

dcfedor's picture

Hey Folks! Gradually getting there with the live portraits feature. Getting faces to show in the right part of the UI, as well as getting some variety to them.

It's Getting There!

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. It was a pretty normal family deal for us, which was nice in some ways. And thanks to the recent Steam sale, I've been logging hours in Stellaris. Enjoying it so far! (Though my first empire crumbled upon the first war.)

Getting back to animated faces, I think we're making good progress. When I left off on Friday, I was a bit discouraged by a really rough-looking Akiko face. The new rig I setup to fix things actually looked a bit uglier.

Face Animation, Part 2

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Hey Folks! More work on faces today. Yesterday's test was a fairly good proof-of-concept, but still had a long way to go before it could be used in production. Adding a second face (the "Akiko" one in today's screenshot) to the mix showed a lot of deep flaws in the animation. Yesterday's face (let's call him "Jones") had some significant shape differences that weren't compatible with Akiko.

Face Anim Test

dcfedor's picture

Hey Folks! Decided to do a bit more facial animation/expression work today, adding some more poses and features. Plus, I grabbed one of the sample faces I made before and converted it to work with the face rig. Here's a preview:

IMAGE(http://bluebottlegames.com/sites/default/files/screenshot-2017-11-30.gif)

There are a few things going on here.

Facial Expressions for Crew Portraits

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Hey Folks! I did tech art today! I know that probably sounds unexciting to most, but it's sort of a significant coincidence for me. Tech art is basically the thing that got me into the games industry, and my first job at BioWare. It covers a lot of things, but is basically like a dual-class artist/programmer. Someone who can create art content and tech features to amplify them (and/or tools to create them).

Character Drama, and Caffeine.tv Stream

dcfedor's picture

Hey Folks! Busy day today, so not a lot of work to show. However, a lot of thinking/planning about character drama, so I dug-up some character art ideas for today's screenshot.

Docking Success. And Happy Thanksgiving!

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Hey Folks! I managed to dock today! After a string of fixes, I was finally able to dock on that voyage from BCER to MTRS. It just took some adjustment burns at the tail end of the trip.

Early in the day, I focused on fixing the plotter station bugs seen in yesterdays video. (Well, technically, I did my business taxes first, but...snooze.) Anyway, the first issue was that the station (diamond) marker wasn't showing the correct position. Which turned out to be related to the fact I disabled some rendering flags on it to keep the display tidy.

Docking Video!

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Hey Folks! Sorry for the late post today. I wanted to record a video to show off the docking system in more detail, but wasn't able to get much quiet time until later in the evening.

I won't blather on too much here, since the video can do the talking for me. Enjoy!

Mobile Patch Testing, and Docking Revision

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Hey Folks! Hope everyone had a good weekend. Unfortunately, cold season has arrived, and all of us were pretty much down for the count. The sniffles and sneezes continue, but I think we're getting back to normal.

In mobile news, the patch is uploaded, and we've been able to verify most of the fixes so far. One thing left to check, and I think we can issue the patch to both iOS and Android. Hopefully this week!