Flight Management Rendering, and Taxes

Hey Folks! So my foray into flight management continued today, but I hit a bit of a downer early on.

Basically, I discovered that selling apps and in-app purchases on Google Play means I'm going to have to figure out sales tax for any region I sell to. This means calculating, collecting, and remitting sales tax for my home state in the US, and if I understand correctly, every other country (and in some cases, each province within a country). The one saving grace is that Google handles VAT for EU purchases, so at least I don't have to handle that mess. But still, Japan, Korea, Australia, Canada...the list of tax regions in the dev console has got to be in the dozens. Maybe over 100? And they're all different, all can change rates and laws at any time, and all require regular reporting.

This just went from "another one-time setup headache" to "another recurring headache." And to make matters worse, Google still charges the 30% transaction fee for...what exactly? Apple charges 30%, but they handle taxation. Heck, FastSpring does it for 10%. And just about every other store I've worked with does taxation for devs, too.

And for good reason! Devs don't want to deal with this. Devs probably won't even get it right if they try. The number of conflicting reports out there on what people are doing is absurd. Ugh. Seriously considering ditching Android after this. But maybe I'll sleep on that a few nights while I weigh the pros and cons.

In better news, I've managed to get started on the flight manager UI:

IMAGE(http://bluebottlegames.com/img/screenshots/screenshot-2016-09-29.png)

Figuring out lines.

Before spending too much time on layouts for the main ship controls, I figured I'd at least try to get the orbital position plotter up and running. It'll be useful for debugging flight, and be a good basis for other line-rendering tasks.

The trick right now, however, is figuring out how to render lines in Unity's 2D mode. The magenta lines you see above are the "LineRenderer" component, which is the built-in method for rendering lines in Unity. They look fine in 3D, but they disappear to nothing in 2D mode. Probably due to the camera's orthographic settings.

Some other methods appear to be hand-crafting my own quads in code to make line segments, which is reportedly fast, but is likely a huge headache to manage. A third method is a direct OpenGL call to draw pixels, but I'm not sure I want to go that low-end. Probably super fast, but also super basic.

There's an asset in the Unity store called Vectrosity which seems like it might do the trick. Basically a custom line-rendering utility for any style or shape. So I may check that out.

And, of course, I could also delve into shaders. Maybe I just throw a quad up where the display UI should be, and use a shader to draw pixels right on it? That opens up a lot of options, and might even be the fastest. But I need to explore it a bit more to know for sure.

Anyway, busy day today! Unfortunately, busy in some boring ways. Hopefully less of that tomorrow!

Flight Management System

Hey Folks! Finally decided to get back to the space prototype today. With Tiago working on the UI zoom feature, the web team working on the first functioning site draft, and a game title that is still (fingers crossed!) viable, I figured I'd turn my attention to the neglected prototype.

First order of business was to figure out where I left off. Some devlog digging reminded me that I figured out how to connect functional UIs to interactive objects, so we're starting to get player control over ship systems through control panels the AI uses. Also, after adding that feature, I broke AIs' ability to open doors without player intervention.

As a quick warm-up, I decided to tackle that AI regression bug, and a little while later, AI was opening doors again. (And a related null pointer bug squashed as a bonus.)

Then, I decided to take a step back and assess things. My main questions was, "how can I get this prototype from it's current state to something enjoyable in the shortest number of steps?" It's not a game yet, so why is that? And what things can I add to at least make a minimum viable game loop?

After a bit of brainstorming, I think there are two areas I could tackle: navigation and ship design.

Navigation means making the ship go places. Right now, the ship is just a hunk of tiles with crew running around on it. It doesn't go anywhere. It uses no fuel. It is not subjected to space hazards like temperature or radiation or micrometeoroids. It doesn't visit a planet or asteroid, nor dock with a station. If I could get some UI in place to make the ship go places, I could start tying-in other things like making sure the ship has enough supplies for long trips, ample shielding against radiation and ballistics, and other voyage needs. Players could at least start enjoying prepping for a journey, plotting a course, and seeing if they survive the trip.

Ship design means making enough ship systems such that their interplay is interesting to balance. Like in NEO Scavenger, if there are enough related systems with inputs and outputs, it can be fun to design and optimize the collection of systems to work efficiently. In NEO Scavenger, this meant keeping Philip warm, fed, rested, hydrated, and meeting his other physiological needs. Often, satisfying one need meant detracting from others, so it became a game of choosing the right combination and order of operations to keep him alive given the constraints of what was available.

Similarly, each ship system is going to have certain input and output needs, and their performance is going to affect the health and happiness of the crew. Optimizing the available systems to some viable configuration and watching it go can be a game in itself.

Ultimately, both of these "games" are part of the bigger game I have in mind. So if I can tackle one or both of these ASAP, maybe people can start to play it?

For now, I've decided on the former: navigation. I have an old orbital navigation prototype I whipped up in Haxe, and I think I can port it to Unity and start working from there. It should at least allow me to see orbital positions of things and control the position of the ship among them. I'll probably rig this up to a ship control panel, just like the HVAC switches from before. And then, the player can assign an AI to use the panel, and the player starts using buttons and knobs to fly around the system. Maybe they can resupply power, atmo, food, water, and other things at each dock? And maybe this can dovetail into the second game loop above?

Seems pretty reasonable!

We Got One!...?

I think we may have a winner! After a list of progressively shorter game titles, I reached a point where I thought, "okay, this is getting so short that it no longer tells anything about the game." Plus, the logo looked nicer, and more akin to NEO Scavenger's, if I made it longer again.

So after some more word-searching and tweaking, I think I've finally arrived at a safe title. No competitors so far. Some room for interpretive meaning. Logo looks good. Words in the title hint at some relevant game things. It's not perfect, but I'll be here all year if that's my goal. So I'm going to give it another night or two to check for staying power (and any IP conflicts).

In the meantime, I started tinkering with some title screen treatments for the game. It's not strictly necessary at this early stage. But it'd be nice to know how I'm going to present the game to the world, from a marketing point of view. Are there any thematic colors? Textures? Imagery? I may not arrive at answers to these questions before I reveal the title, but it doesn't hurt to explore these questions for a bit before I do.

On the mobile front, Tiago and I discussed micro-UI problems a bit more, and we decided to try out pinch and spread as a gesture to access some of the more crowded UI items in NEO Scavenger. The holy grail of this exercise is to be able to pick a tiny object like a glass shard or lighter out of a cluster of tiny objects using one's finger as an input tool, move it to the desired container, and fit it into a slot.

So far, this has proven to be tricky, even on 10" screens. The precision just isn't there with a fingertip. And this pretty much makes or breaks the game experience. So we have to get it right!

Anyway, this is our current focus. And with any luck, this experiment, or the zoom lens, or perhaps a combo of the two, will get us there.

Logos and Lenses

Hey folks! Hope everyone had a good weekend. Mine was actually a nice, relaxing one. And for some inexplicable reason, I had a burning urge to make a first-person shooter all weekend. Still like the idea, which means it goes into the old idea folder for another time when I'm unshackled by responsibilities :)

First order of business today was to check out Tiago's latest work on mobile. It was a productive week for him! And I had my first taste of the pop-up "zoom lens" feature for making UI easier on smaller screens. So far, it has potential, but there was one major issue with it that prevented me from making full use of it. And getting it here has been tricky to say the least. So I've posed some questions to him about whether we should push on in this direction, or maybe try pinch-zoom or an offset cursor before investing more time in the lens.

And as with the past couple of days, I continued working on names and logos for the new space prototype. The latest one has survived three days without me finding a conflict, so that's good. But it's an extremely ambiguous title, and so short a title that it doesn't have the same nice look as previous, beefier logos. However, the ambiguity of the title is also really neat, with some cool things to be read into it, so it might make it worthwhile.

Anyway, not there yet. I still want to vet a few more options before committing. More tomorrow!

It Happened Again!

Looks like that name I was crowing about yesterday is also already another game. This one not-yet-released, but legit enough to warrant a course correction. I mean, it's great to be discovering this all now rather than after I've launched. Saves me the trouble of rebranding and confusing fans. But still. Sheesh! I can't seem to win on this one.

Back to the drawing board.

In better news, I actually got a bit more mobile bug fixing done today. I managed to solve a bug that prevented ingredients from being removed when reverse-crafting, added a way for touchscreen users to toggle stack/single item mode (via context menu for now). I also made a few tweaks so that this was still compatible with the desktop version (since this will likely be NS2's engine).

It felt good to be solving a few things. I definitely needed some victories to raise the spirits.

That game title, though. Man! Let's see if fresh ideas come to me over the weekend. Have a good one, all!

Scratch That

Well, it looks like I messed up. The name I had been running with is actually already used by another recent game. Which is a pity, as I was really starting to like the logo.

On the plus side, however, the part I liked most about the logo can remain, and the part that needs to change is really easy to change. So I set about vetting some alternate titles today, and I'm narrowing the field. In fact, I may have an alternate that works even better. Score one for constraints producing better work, I guess?

I also did a bit more mobile debugging today. I think the new demo data file I worked on solved one of the skill-select problems we were encountering in the demo. However, as I went to test some other demo limitations, I noticed the demo region of the map wasn't working as intended. "Cool!" I thought. "Maybe I can fix that!"

Turns out, maybe I can't. At least, not yet. I got tangled in the mouse vs. touch input code, and I may need to defer to Tiago's skill in this area. Or at least approach it with fresh eyes. It was good to get in there, though, if for no other reason than to learn a bit about the new mobile code.

Also, I've been running into motivational walls off and on this week. I think it's been a while since I've had a visible, measurable success that I could share, and that always cuts my momentum. Hopefully, tomorrow is more inspiring (and productive) for me!

Mobile Demo and Space Logo Work

Hey Folks! Still working on demo and logo today, and while the latter is certainly something to look at, I don't want to release it before I'm certain :)

The demo took the bulk of my day, as I finished upgrading all the encounters, triggers, creatures, and other bits from the old demo build to the new full version's engine. Quite a bit of data had changed, either from bug fixes or from new features (e.g. point-costs for skills), so it was a lot of file-diffs and judgement. I think the data is done now, though, and we can resume work on the code aspects!

And for the logo, I'm still trying to figure out a treatment for the "A NEO Scavenger Story" subtitle that works with the new game's logo. If you can imagine, the new logo is a lot like the NEO Scavenger one, except upside-down. Some treatments make it look too tacked-on, like it doesn't belong. On the other hand, integrating it too much results in it being too busy-looking, and hurt legibility. I've only just tried a few variants at this stage, though, so we'll have to see.

Music and Demo

Hey Folks! Not much to show today, as it was more behind-the-scenes type stuff. Though some of it was still fun.

First up was a conference call with the web development firm. We went over the latest mockups, and I think we're pretty settled on the new design. The next step is for them to make an actual web layout based on our mockups. And I'm pretty excited about how it's turning out. We're gonna really class-up the joint :)

I also sent word to Josh that his first track is "approved." It sounds good, and I can't wait to sneak it in somewhere for y'all to hear!

Lastly, I've resumed converting the old NEO Scavenger demo XML to work with the new mobile engine. So far, I've covered treasures, recipes, maps, and I'm partly through items. This is a long list, though, and will take a while longer.

Once done, however, we should have a working mobile demo build. The plan at this point is for the demo to be free for all to download and play on iOS and Android, with an in-app purchase to unlock the full version. Hopefully, the free demo works as well on mobile as it did on PC enticing players to go for the full version. Most folks seem to agree the upgrade was worth it!

Content Review Bonanza

Hey Folks! Hope everyone enjoyed their weekend. We had a dinner guest Saturday, and that meant wine and steamed mussels. A nice treat! And a bit of a rough next morning :)

Also, a lot of content has piled-up over the weekend, as I had new website mockups, a new track from Josh, and a new mobile NS build all waiting for me this morning. Lot's of catching-up to do!

I tackled the website first, since that was first to arrive, and needed the most feedback. I think it may be near the final design iteration now, and I'm liking how it turned out. It's a bit of a leap away from the original concept I pitched, but as we tossed ideas back and forth, I think we've arrived at this new theme in an organic and sensible way. It makes a lot more thematic sense, too.

Next up is the new track from Josh. He shotgunned a handful of test tracks at me a while back to see which was closest to my desired direction, and this is a revision of the one I liked best. I've only been able to listen to it once, but it's sounding good. Very evocative :)

And finally, I have that mobile build to test. Been a while since I fired-up the iPad or Android, so it'll be good to get reacquainted with where it's at.

A busy week ahead, by the looks of things!

Mobile Button Bug, and Logo Work

Hey Folks! Split the day 50/50 on mobile and space prototype today.

The mobile work was fixing buttons in the new engine. There was the seemingly minor issue of some buttons remaining highlighted after being clicked when they shouldn't be. I figured this'd be another simple one to snipe while Tiago handles bigger fish.

Not so!

Turns out, I made a special button class to do...something back in NEO Scavenger, and now, it has problems. It seemed like a simple fix at first, and the more I dug, the more issues I found. In the end, the fix actually was pretty simple, but the number of times I had used the button in GUIs meant that I had to check each case and adapt it to the fix. Basically, the bug that was there was being used as a feature in many cases, and I had to adjust the code in those places to use the fixed button correctly.

Later, I turned my attention back to naming NEO Scavenger's space prototype. I think yesterday's name is still holding up well after a night of sleep, so that's a good sign. I've tweaked minor details in the name for a bit to arrive at something with less chance of IP confusion, and then started tinkering with logo ideas.

After a few hours of work, I'm starting to find a logo I like. It borrows a lot from NEO Scavenger, which I'm hoping will help name recognition. I'll still need to work "...a NEO Scavenger Story" or similar into the logo/title somewhere, to seal the deal.

That's all for this week. Have a good weekend, all, and see you Monday!

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