dcfedor's blog

Saving Chargen Data

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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

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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

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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!

Trait Selection Coded

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Hey Folks! After finishing the trait screen mock-up early this morning, I spent most of the day creating in-game assets and code for it.

There really wasn't much left to do in the mock-up after yesterday. I added some instruction lines, some point cost info to each product (similar to NEO Scavenger's skill cost dots), a highlight/dimmed mode to each button, and some graphical sprucing-up to the signage. Once that was done, it was off to Unity and Visual Studio to bring it to life!

Ship Selection Running, Trait Selection Next

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Hey Folks! I've been neglecting development for a couple days, so I decided to ignore the outside world and put my nose to the grindstone today. And I think my efforts were rewarded!

Main Menu Progress, Ship Selection, and Mobile Bugs

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Hey Folks! Today was largely about getting detailed feedback to Emily about the main menu, as well as a bit of coding on both ship selection and NS mobile.

As the main menu approaches completion, we're nailing down the remaining details and getting it ready for in-game use. Today's screenshot is the latest iteration from Emily, with some paint-overs I did to show some feedback.

Ship Selection Screen, Interaction Review

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Hey Folks! Hope everyone had a good weekend. Some good family time for us, as we held egg hunts, saw a cool variety show, and had some yummy meals. Also, we started exercising as a family, which is a bit painful. But it should hopefully slow my atrophy, stemming from sitting at a computer each day :)

I don't know if I've found the final solution to the ship selection process, but I think I have a working plan for now. The first piece of it can be seen above in today's screenshot.

Career Refinements, and the Road to First Ship

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Hey Folks! Spent most of the day further refining the career process, and trying to get that to funnel into starting the game with a chosen ship.

There were a few more validation steps I had to add. One problem was that players could continue previous terms instead of just the current one. Also, they could choose the same skill twice in the same term.

Career Events and Contacts

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Hey Folks! I've got career events and contacts up and running, and I'm working out the kinks now.

As you can see in today's image, I've confirmed my first term as a Shipbreaker, with certain skills. And as a result of that career, I earned a few contacts. Jacqueline is a criminal from Virginia on Titan, and Barbra is a criminal from Newcal. Looks like I run in some seedy circles :)

Data Explosion

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Hey Folks! Most of today was spent barfing data and code into the engine, and I feel a bit like I'm now managing/cleaning-up the mess.

After work yesterday, I started to have some ideas for how to model relationships in the game. Which is good! Since I was having some real trouble nailing that down. But in the wake of that decision, a huge amount of new data types, logic, and content followed, and not all of it feels solid. However, it's a pretty sudden lurch forward towards working character generation, so that's also a good outcome.