dcfedor's blog

Starting Skills, Languages

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Hey Folks! More work on the paper prototype of character generation today. I think I've nearly wrapped-up the homeworld selection process, and how that leads into language selection.

Chargen Continued & Emails

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Hey Folks! Starting to make progress again, as chargen work continued in the latter half of the day.

Before that, however, I still had quite a few emails to address. Yesterday's absence from the office meant quite a few things were still awaiting my attention, and it took nearly all morning to get back on top of things. Though fortunately, more than a few of those were still development-related, as they discussed various topics like art, design, and development.

Moar Art & Valve Indies Chat

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Hey Folks! Bit of a weird day today, as most of it was spent attending an indie dev meet-up at Valve's offices.

But! As you can see from today's image, Emily sent a new mockup! This one uses a different scale than the previous ones. About 32 pixels per grid square, and a human about the size of a grid square, by my reckoning. Basically, double the dimensions of the previous mockups.

Art Revision, Flash Fix, Discord, and Design

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Hey Folks! Hope everyone had a good weekend. Ours contained 100% less hospital, so that was good. I also met up with some fellow Twitter peeps to have beer for the first time. Yay urban living!

Back at work, it was a bit of a slow start today. First order of business, apart from the usual email catch-up, was to deal with a Flash bug on the website. Last week's migration to a new server broke one of the scripts the Flash version uses. So I had to deal with that (and the various permissions that come with a new host).

Chargen and Encounters

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Hey Folks! Digging further into character generation today, and starting to define an encounter system to possibly run it.

Earlier in the day, I mainly focused on the sorts of questions chargen is going to answer. What will it tell us about the player? How can it be used in the game? In what order do we need to define things? I perused some of my favorite old pen & paper RPGs for ideas, and the overall structure started to solidify.

Stations Fixed & Character Generation

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Hey Folks! I managed to wrap-up most of the outstanding bugs on stations and transit today, and decided to start work on character gen!

The station wrap-up marks the end of my list of observations from when I was last testing the main game loop. The last remaining piece was getting the ledger working, to track player fees, debts, and expenditures when using station facilities. It's the "sink" in game design parlance. The thing you're running out of, and have to play the game more to replenish.

Art Style Talk

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Hey Folks! Some exciting news today. As you probably already noticed, I have some new art to share!

Recently, I asked Emily Siu to help me visualize some possibilities for the space prototype's art style. As much as I love tinkering with pixel art, I'm spread pretty thin already. And even when I have time, I'll be the first to admit I'm just amateur hour compared to folks like her :)

Double Airlocks Working Now & Starting Ledger

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Hi Folks! Bit of a broken day today due to interruptions, but I still managed to finish work on the AI/airlock problem. And started work on a new ledger system.

The AI now uses interaction ranges (where applicable), so they can interact with an object at a specified range from the use point. And for doors, this is a 1-tile range. As a result, I was able to let Nicholson (above) wander, and he could navigate a double airlock, and later, a room door to reach his goal.

Interaction Ranges, Doors, and Pathfinding

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Hey Folks! Hope everyone had a good weekend. Ours was mostly good, though it involved a trip to the hospital (visiting family). Everyone is okay, thankfully, but ongoing symptom weirdness have us all a bit confused, if not concerned.

I guess on the plus side, I got to see the inside of the ER, which was excellent inspiration for designing a spaceship medbay :)

System Map Jitter Fix, and Double Doors

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Hey Folks! I think I finally figured out a fix for the high-zoom station jitter. It's definitely improved now, at any rate.