dcfedor's blog

Portrait Mockups Part 2, and Administrivia

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Hey Folks! Hope everyone enjoyed their weekend. Pretty low-key, here. The fun factor for Fallout 4 seems to be fading already, and I'm considering picking up something else. But on the plus side, Expanse season 2 is now on Prime, so I'm rationing that :)

Today was unfortunately mostly admin work, between email catch-up, annual tax prep, and some other office-y stuff. However, Emily's latest portrait mockups arrived, and they're looking good!

Career Development, OOO Monday

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Hey Folks! Work continues today on the career path part of character generation. Roughly 30-40% done with the list of careers I've set out to do.

I decided to try and tackle the more interesting careers first, rather than just going through each from top to bottom. This includes careers where I can picture how the character gets their first ship, as well as careers most likely to be selected first. So far, that includes: shipbreaker, squatter, doctor, law enforcement, private security, and prisoner. And probably some tech and pilot ones next.

Skills & Careers

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Hey Folks! Reworked the skill list today, and moved from there into careers. And there's been a change of plan.

After some more thinking, I decided I was going to try the opposite approach for skills from NEO Scavenger. Instead of adding skills one-by-one, and trying to make each equally useful, I'm going to just add all of them right away, and try to find uses for each.

Character Portraits, Skills & Traits, and Careers

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Hey Folks! Exciting day, today. Emily's most recent work arrived: character portraits!

The above image shows two potential styles to use for the character portraits, and I think they're looking wonderful. They're very eye-catching, and a pretty unique style, too. Definitely a step or three beyond what I was peddling :)

Character Traits

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Hey Folks! Took a bit of a deep dive into character traits today, and I'm making pretty good progress.

Initially, I was trying to tackle the question of social strata, and how to frame the choice between those as a player. I decided to just "go for it" and start listing the strata options for each place, falling back on boring citizen/permanent resident/illegal trio for places I couldn't do more creatively. And despite that, the outcome was pretty good. A few places have some interesting variants, but all seem to make sense.

Locations Approved, Chargen and Beat Analysis

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Hey Folks! Hope everyone had a good weekend. It was a (mercifully) fairly quiet one for us. Olympics season is here, and while I'm not a huge Olympics guy, Rochelle likes winter games. So we splurged for Olympics streaming access, and introduced our toddler to the "bumpy bump skiing" game (a.k.a. moguls).

System Colony Review

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Hey Folks! Mostly a writing day today, as I primarily spent it looking over Michael's System colonies.

Before that, however, I did sneak in a bit more design work on character creation. I hit a bit of a roadblock on social strata, as I'm now rethinking its role in the game. I still think there's something important there to be recording, but maybe it shouldn't be treated like a stat.

Starting Skills, Languages

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Hey Folks! More work on the paper prototype of character generation today. I think I've nearly wrapped-up the homeworld selection process, and how that leads into language selection.

Chargen Continued & Emails

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Hey Folks! Starting to make progress again, as chargen work continued in the latter half of the day.

Before that, however, I still had quite a few emails to address. Yesterday's absence from the office meant quite a few things were still awaiting my attention, and it took nearly all morning to get back on top of things. Though fortunately, more than a few of those were still development-related, as they discussed various topics like art, design, and development.

Moar Art & Valve Indies Chat

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Hey Folks! Bit of a weird day today, as most of it was spent attending an indie dev meet-up at Valve's offices.

But! As you can see from today's image, Emily sent a new mockup! This one uses a different scale than the previous ones. About 32 pixels per grid square, and a human about the size of a grid square, by my reckoning. Basically, double the dimensions of the previous mockups.