dcfedor's blog

Content Freeze, Site Relaunch Imminent!

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Hey Folks! Today is the day! We begin migrating from the old site to the new in t-minus 42 minutes.

During the migration, this site will "freeze." This means no new content can be created, including comments, forum posts, blogs, etc. The content needs to stay frozen until the new site finishes copying it.

Once copied, we'll need to test various features to make sure they still work, and fix anything that doesn't. And once that's done, the new site gets switched on!

ETA until the new site is about 1 day.

Map Fixes and Mailing Lists

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Hey Folks! More last-minute fixes today on both the new website and mobile launch.

The first were a batch of fixes for the map and minimap. Labels were missing on hexes, and it turned out that they were assigned the wrong camera. Combined with the really large scroll amounts the map uses, this meant they were way off-screen and invisible. Pretty easy fix once I figured out why it happened.

Conditions Logging, Swiping Fixes, Minimaps, and Databases

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Hey Folks! The final stretch continues, with a cluster of mobile fixes and some website database work.

The mobile version had a regression bug that causes certain conditions not to be reported. This turned out to be a problem with any permanent (i.e. fire-and-forget) conditions, like "Player ate white pill." Since they leave no trace on the creature, the game assumed they didn't get added, and so no log messages appeared for them.


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Hey Folks! Hope everyone enjoyed their weekend. Ours was a whirlwind of travel and carousing, oddly resulting in a feeling of refreshedness. It felt good to get out, cut loose, and not be home! Now it's time to cocoon for a few months :)

Today involved a lot of emailing and a bit of webdev...because it's quite likely the new site will launch at the end of the week!

Testing Mobile Swiping, and OOO

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Hey Folks! Tiago uploaded the latest build this morning, which included his swiping controls. So a good chunk of the day was spent testing and logging issues for it.

Overall, it's a major step forward for mobile UX. It adds the ability to use swipe to switch pages on crafting ingredients and quick recipes, as well as attack modes. Previously, one had to tap buttons to do these things. Those buttons were enlarged a bit for mobile to help, but it was still a tedious and fiddly experience on small screens.

App Rating, Musical Themes, and the Final Stretch?

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Hey Folks! Sorry for the missed post yesterday. I got wrapped-up in a long email to Josh about the next track, and pretty much sent it minutes before I needed to head off with the fam to run some errands.

The email was regarding his next composition, which I'm thinking might be the game's main menu theme. And in a broader sense, a chance to apply a motif that acts as a musical signature for the game. E.g. The Elder Scrolls or Blade Runner have instantly recognizable musical phrases which can be very powerful in evoking a mood or drawing attention.

Advanced Rendering, and OOO Monday

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Hey Folks! I did some more experimenting with the orbital plotter today, and delved into Unity's more advanced rendering features.

The biggest change was in the way the orbital plotter was rendered. Previously, it drew vector lines directly onto a GUI canvas. This was simple, and fairly powerful, but it made things a bit hard when it came to mixed UI elements (e.g. a truetype font and texture-mapped vector lines).

Orbital Layout, Music

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Hey Folks! Almost a whole day of dev, today! I had a few admin tasks this morning when I got started, but after that, I spent the whole day on the orbital plotter.

I think I've finally managed to tame the plotter. Up until now, I've half been learning how to use Vectrosity to render vector art, and half trying to get accurate orbits plotted. As of today, I think I've got the hang of both, and the plotter is working at a very basic level.

In other words, it plots orbits accurately.

Loose Web and Music Ends

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Hey Folks! More webdev and some music work today. And a teensy bit of orbital doodling.

The webdev was just finishing up the download changes I made yesterday, and testing. I had to make sure each user type on the site had access to the right things (e.g. Yukon edition, normal edition, registered, and anonymous users). And there are still some legacy file folders I need to work out with the webdev team. Basically, do we keep the legacy stuff as-is, or try to integrate into a new folder system?

Bug Wrap-Up, and Webdev

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Hey Folks! Split time pretty evenly today between webdev, mobile, and the space prototype.

The space prototyping was more experimenting with the orbital plotter and rendering. Now that I've got accurate orbital tracks, I'm working on the bodies themselves, and some markers for the plotter.