dcfedor's blog

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.

Simpler Pieces

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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

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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

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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

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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!

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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

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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

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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.