dcfedor's blog

Simpler Pieces

dcfedor's picture

Hey Folks! Still struggling with the pressure-controlled air pump. It's starting to get a bit disheartening, but I also know that's partially due to being mentally exhausted at the end of the day.

Previously, I tried to make one single item that could detect multiple gas partial pressures, switch pumping on from separate inputs, and switch on and off based on supplied power. The logic turned out to be way too complex to model in my data-driven system, and I got lost in abstract data across many text files.

Crazy Complex Air Pump

dcfedor's picture

Hey Folks! I managed to get the sensor-linked pump running. Well, mostly, anyway.

As of right now, the pump will start "off," and if enough power is supplied, it switches to "standby" mode (green light). It then starts sampling the atmo for N2 and O2 partial pressures, and if either are below safe levels, switches to "pump" mode and begins flooding the room with O2 and N2.

Unfortunately, that's the good news.

The bad news is that it pumps 50/50 O2/N2 instead of 20/80 as it should. I also never stops.

Atmo Regulator and Complexity

dcfedor's picture

Hey Folks! Spent a lot of time in the gas/atmo systems today, gearing-up for some sort of regulated air pump to keep life support atmo at reasonable levels.

The first block of work was cleaning-up a lot of the old code to handle gas exchange, gas pumping, gas respiration/conversion, and gas containment. This was all hard-coded in such a way that every object in the game had functions for it, but only some used them. Since Unity is an entity-component model, it made sense to break those bits off into their own components and only assign them to objects that need them.

She's Dead, Jim

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. Had some grow-up playtime on Sunday as we caught-up with friends over a game of Pandemic Legacy. Refilling our social contact stats, so to speak.

Back at work, I had a bit of admin work to catch-up on, then I wanted to try and get the ball rolling asap on making the game playable. So I decided to tackle two long-standing shortcomings: death and defecation.

Character Creation Video!

dcfedor's picture

Hey Folks! I was able to record that video of character creation today, so I'll let it do the talking for me!

Hope you enjoy, and have a good weekend!

Character Creation: Launch

dcfedor's picture

Hey Folks! Sorry for the short news today. Running a bit late. The main thing to report today is that players can now proceed from character creation into the game!

Main Menu Update, and Save/Load Works on Chargen Now

dcfedor's picture

Hey Folks! As you can see from the image today, new art to show! Saving and loading working now, too.

Emily's latest revision is looking quite good, and I think we're just about where we need to be now. She spent some time cleaning-up a lot of the perspective lines, rendering surfaces, and generally smoothing out the distracting kinks in the older versions. She also detailed the rest of the scene and background. And improved visibility of the manual.

Saving Chargen Data

dcfedor's picture

Hey Folks! Still sorting out the bugs in character creation, focusing on the ability to save and load data generated during that process.

Now that chargen is creating social networks for the captain, career history, and other data, I need to bring the save file up-to-speed so it has that info, too. And that means a fair amount of code changes for reading/writing json data.

Socializing, Saving, and Admin

dcfedor's picture

Hey Folks! Hope everyone had a good weekend. Pretty quiet on this end, as we mostly stayed in. Which I think worked in my favor, as I actually felt motivated to get back to work today.

Today was a little bit of everything, ranging from code, to design, to taxes and office stuff. As such, not a lot to show visually. Though you can see two of Michael's newest interactions in the log of today's screenshot!

Wrapping-Up Chargen

dcfedor's picture

Hey Folks! Character generation may be pretty close to operational today! I hesitate to say "finished," since it still has a ton of tweaking, fixing, and potentially rework to do over time. But I can basically build an entire character now, and the only step missing is the code to transport the finished character into the game!

Well, technically, first they transport to the ship customization screen, then the game. But still!