News

  • Resupply Is Go

    Hey Folks! I think I've got the station resupply UI just about working. There seems to be a weird calculation error in O2 levels, but apart from that, I successfully resupplied today!

    After a few early tests, one of the first things I did was to fix the docking system sprites. They had a long-standing bug that caused crew to disappear under them when passing through, and that made

  • Refueling Code, O2 Canisters, pV = nRT

    Hey Folks! I've gotta say, this refueling thing sort of side swiped me. I was sort of picturing it as being a really simple, almost throwaway piece of code to bridge the gap until I came back to it later. But it turns out to have quite a few tricky (or at least non-trivial) parts to it.

    With the UI mockup done yesterday, I started writing code to handle all of the dynamic data. So

  • Spreadsheets!

    Hey Folks! I think I've narrowed down the short term goal list to two things: refueling the ship at a station, and some sort of encounter system. And since the former is probably quicker to do, it's spreadsheet time!

    What you see above is an in-game UI I mocked-up in Unity to cover the ship refueling and restocking operations at a station. Similar to the air traffic control UI

  • PR Planning, Stations, and Performance

    Hey Folks! Sort of a mixed bag today, as I tackled a few tasks of different colors.

    First order of business was chatting with Fernando Rizo, who's been helping me prepare to announce this space prototype more officially. Originally, we were talking about trying to get on some publications' radars for 2018 lists, but since this is likely going to be the first official

  • AI UI: Improved Edition

    Hey Folks! Hope everyone had a good weekend. I apologize for the lack of a post on Friday. Our fridge bit the big one Thursday night/Friday morning, and we were scrambling to get the house back in order. Fortunately, we have temperature controlled food again, and no longer have to store our perishables in the cold wilderness like savages.

    A lot of today was spent catching-up on emails

  • UI Spitballing

    Hey Folks! More experimenting today, as I messed around with ideas for showing what's going on with AI on the ship.

    In today's screenshot, there's a new UI feature to show the currently selected AI. It only shows up when AI is selected (and not, for example, a door). The rough idea is to give a bit more situational info about what this AI is currently experiencing. It

  • Motley Crew

    Hey Folks! We're definitely making headway on the crew portraits.

    As you can see from today's image, I finally figured out how to texture swap. After a couple of hours of failing to do things the "right" way, I just hacked some code to do it my way. (Basically, exposed a texture property that would otherwise be private on each SpriteMeshInstance.) And it worked!

  • Face Swapping

    Hey Folks! Gradually getting there with the live portraits feature. Getting faces to show in the right part of the UI, as well as getting some variety to them.

    The UI portion of it wasn't too hard, though it required some banging around to get it right. For now, the portraits area of the UI is a single texture that covers the lower left of the screen. And that texture is being

  • It's Getting There!

    Hey Folks! Hope everyone had a good weekend. It was a pretty normal family deal for us, which was nice in some ways. And thanks to the recent Steam sale, I've been logging hours in Stellaris. Enjoying it so far! (Though my first empire crumbled upon the first war.)

    Getting back to animated faces, I think we're making good progress. When I left off on Friday, I was a bit

  • Face Animation, Part 2

    Hey Folks! More work on faces today. Yesterday's test was a fairly good proof-of-concept, but still had a long way to go before it could be used in production. Adding a second face (the "Akiko" one in today's screenshot) to the mix showed a lot of deep flaws in the animation. Yesterday's face (let's call him "Jones") had some significant shape