dcfedor's blog

The Great Wide Open

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Hey Folks! I reached a crossroads today, where I've finally finished a major task, and I'm unsure which to tackle next.

Permission To Board: Granted

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Hey Folks! Productive day today. I think I got the docking stuff sorted out. We are officially able to dock and do stuff across ships!

Unsurprisingly, there was a long list of loose ends and issues to sort out when going from "one ship" to "more than one ship." Some of which, like yesterday, caused the editor to crash, making debugging difficult. And since that's where I left off yesterday and picked-up today, let's start there.

Catch-Up On Mobile, Space Brands, and Crashes

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Hey Folks! Today was a day for all for blog post tags. A little bit of everything, though admin work was the lion's share.

First order of business was NEO Scavenger mobile. Now that Tiago is situated in his new place and has time again, he's resuming work on mobile issues. So I spent most of the morning triaging the issue list, and helping test a display issue with hex maps.

Docked Gas Exchange Is Go

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Hey Folks! Hope everyone had a good weekend. Ours included a harvest festival with pony rides, hay bail maze, farm animals, and a pumpkin trebuchet. All on a day with what seemed like the utmost perfect weather. Not bad!

Back at the office, I resumed work on the docked gas exchange problem. Last week's proposed solution did the trick, but not without a few bumps along the way.

Revised Docking Rings

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Hey Folks! More work on the docking system today, as I continue trying to fix the bits that make one docked ship talk to the other.

One of the first changes today was getting the ship's position correctly updated after it moves. It turns out that while I was moving the ship's parts correctly, I was incorrectly recording the new position of the ship's reference point, which caused things to misbehave later (like replacing closed doors with open ones). Easy enough to fix, just time consuming to track down.

Docking Tiles, and Admin

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Hey Folks! Sort of a 50/50 day today, split between admin stuff and the docking feature.

The quarterly business license tax is due in two weeks, so I decided to tackle that first. That meant updating the books to calculate amount owed, then filing and remitting the taxes.

Docking Refactor

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Hey Folks! Decided to try and make up lost time on the prototype today, and continue work on the docking system.

When we last left docking, I was able to load a new ship into the scene, and align it with the current ship so their docking systems mated. This was a good start, but largely only visual.

Today's task was less about visual and more about mechanics. Today was about making everything in the game "see" other docked ships. And that kind of change uproots a lot of code.

Space Brands and Emails

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Hey Folks! Hope everyone had a good weekend. We seemed to have a paradoxically busy yet lazy one here, running around doing errands and fixing stuff around the house and then vegging out in front of the tv. Weird mix.

Back at the office, it was mostly an admin day, though a good chunk of it was fun admin. Namely, looking over Michael's latest "Space Brands" work.

Docking Initiated, and OOO Monday

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Hey Folks! Made some decent progress today on the docking system. Not "completely operational," as they say, but getting there.

The first task was to get the game to spawn additional ships, since it was only ever designed to work with one at a time. Fortunately, this wasn't too bad. Just repeating the same steps to load the first ship thankfully "just worked." I could load a second ship right on top of the first.

The next step was to get those ships aligned so their docking systems connected. This turned out to be harder.

Home Sweet Home

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Hey Folks! Back to work on the space prototype today, as I continued laying the groundwork for ship docking.

The first task was to finish fixing the issue I ran into the other day with rooms vs. void detection. Some ship rooms were being classified as void, and vice versa. It turns out this was a two-pronged bug.