dcfedor's blog

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.

Crew Finances Almost Running

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Hey Folks! Still cranking away at the crew finances UI, and we're almost there.

Mo' Money Matters

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Hey Folks! Still at work on the crew finances task. This time on the details page.

As mentioned yesterday, I want to focus a bit on crew finances since that's the dwindling resource which players need to live. There are others of more or less immediate concern, like life support, crew mood, and fuel. But when it comes down to it, your ability to do things in this world depends on money. Or bending/breaking the law to avoid paying money.

Livin' In the Red

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Hey Folks! Hope everyone had a good weekend. I decided to splurge and pick up Battletech, largely because of its mercenary outfit management bits. A lot of what's going on there is similar to what I'd like to do, so there's some stuff worth researching. Plus, you know, fun :)

New Interactions and AI Tweaking

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Hey Folks! A bit of a housekeeping day today, though I did get a bit more work done on making the AI more interesting. Still trying to figure out where to go from here.

The main changes of note today were adding more in-game effects to Michael's latest batch of interactions. Basically, the psychological "loot" for each interaction, whether it be more self-respect, less friendship, or whatever. Each of those interactions now has an effect on AI needs, comparable to the original batch.

New Faces, and Context Menus

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Hey Folks! A couple interesting additions today: new random faces, and context menus for clicked items.

New Signal Connections, and New AI Interactions

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Hey Folks! Finally got this new signal system working. And was able to load Michael's new interactions, to boot!

The signal system took most of the day, as there were some edge cases involving the different game modes and other details. But after all was said and done, I think the new signal system is a major improvement. Just pop open the control panel for any item with signal support, click the input you want to adjust, then you're presented with a selection mode.

N2 and O2 Both Working, but Conduit Issues

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Hey Folks! Hope everyone enjoyed their weekend. The weather here's been pretty great recently, so we actually visited the beach! Felt good to get outside after a long, wet/cool winter.

Back at work, I unfortunately had a bunch of admin work to take care of before I could get back to code. The usual monthly tax stuff, filing returns, paying bills. Plus a handful of email inquiries. But once that was done, it was back to work!

O2 Sensor and Pump Working!

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Hey Folks! Think I finally got the O2 system working. Finally!

I tried one more thing this morning to get the more generalized system working, but just kept hitting the same roadblock from different directions. The GUI and the Pump code just cannot see each other reliably enough. So as an alternative, I made the UI specific to the air pump. Doing this let me add some code to update the pumping code any time the user changes sensor settings in the UI.