dcfedor's blog

Main Menu Ready, Encounters UI

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Hey Folks! Main menu is ready to go now. All the same clickable bits as the old placeholder, but nicer-looking.

Getting the shadows to pass in both directions in the hall was almost as easy as expected. There was a minor hiccup trying to flip the shadow billboard to face the other way, as I hunted down the correct setting. And getting the shadows to pass at more random-seeming timing involved delaying one of the emitters a few seconds. But all was good in the end.

Main Menu Progress

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Hey Folks! Nearly got the main menu rigged-up, and it's looking pretty snazzy!

I spent the better part of the morning working out how to handle the buttons, since this layout uses world-space meshes instead of Unity's GUI system. (My thinking was that it'd be easier to use parallax tricks and particle effects for the animations in world space.) The graphics are pretty much the same either way I go, but the mouse handling is different.


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Hey Folks! Hope everyone had a good week. Unfortunately, just as my parents arrived, I came down with a pretty nasty cough. And I'm still fighting the last of it off. However, we were still able to see some sights, have some nice meals, and generally visit. And I think the time off helped recharge my batteries, so to speak. I felt more refreshed, and ready to tackle some work this morning.

Sick Day, and OOO Next Week

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Hey Folks! Sorry for the meager news today. I came down with a fever last night, and have been lying down most of the day. So not much to report.

Also, my folks are flying in tomorrow to visit for a while, so I'll be taking the week off to hang out with them and catch up. Unfortunately, that means I won't be back at it until after Memorial Day (the 28th). But the good news is that I could probably use the break to reframe, reassess, and recharge. And with luck, be back and kicking butt in two weeks!

Have a good one, all!

Ship Damage, Breathing, and More Path Fixing

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Hey Folks! With the floor and wall tiles now supporting damage, I figured I'd try an experiment with ship damage. And in the process, also tackled some issues with breathing and pathfinding.

Wall Damage and Patching, Pathfinding Improved

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Hey Folks! Pretty productive day, today, as I spruced-up pathfinding a bit, as well as added damaged/patched walls.

The pathfinding fixes and improvements were a big chunk of the day, since there were several edge cases to sort out with all the recent changes. First, I had to add code to abort the current interaction if the goal became unreachable. Also, AI was getting caught in pathfinding loops when the target tile was unwalkable (such as when fixing a broken floor). I had to do some special handling for path calculations when that situation occurs.

Pathfinding, Doors, Queues, and Items

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Hey Folks! Bit of a slog today, as I continue working through some annoying bugs in the pathfinding, queue, and other systems.

I was able to figure out why AI prematurely triggered interactions while walking towards them. Basically, the code to calculate range to target in tiles was incorrectly converting units, causing most distances to be 0. In other words, the AI almost always thought it was close enough. Once I fixed that calc error, the AI would correctly wait until it arrived at a destination before triggering its interaction or UI.

Picking Up Items, Pathfinding

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Hey Folks! Hope everyone had a good weekend. A lot of family time for us due to the combo of Mother's Day and nice weather. Including the toddler's first tea party, and some quality time spent swamp-side listening to bullfrogs.

Hull Patching, and Item Fetching

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Hey Folks! Minor update today, as I'm sort of mid-feature right now. I'm working on making the hull-patching process use items from elsewhere on the ship.

Destructable Ship Parts

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Hey Folks! Moving on to one of the suggestions from a couple days ago: damage modeling.

Since I'm on the lookout for things that make long transit times interesting, and ship salvage, repair, and maintenance are something I want to handle, I turned my attention to destructables today. And as an experiment, I decided to model it in the game using a dedicated component instead of purely through data.