Hey Folks! Still struggling with the pressure-controlled air pump. It's starting to get a bit disheartening, but I also know that's partially due to being mentally exhausted at the end of the day.
Previously, I tried to make one single item that could detect multiple gas partial pressures, switch pumping on from separate inputs, and switch on and off based on supplied power. The logic turned out to be way too complex to model in my data-driven system, and I got lost in abstract data across many text files.
Hey Folks! I managed to get the sensor-linked pump running. Well, mostly, anyway.
As of right now, the pump will start "off," and if enough power is supplied, it switches to "standby" mode (green light). It then starts sampling the atmo for N2 and O2 partial pressures, and if either are below safe levels, switches to "pump" mode and begins flooding the room with O2 and N2.
Unfortunately, that's the good news.
The bad news is that it pumps 50/50 O2/N2 instead of 20/80 as it should. I also never stops.
Hey Folks! Spent a lot of time in the gas/atmo systems today, gearing-up for some sort of regulated air pump to keep life support atmo at reasonable levels.
The first block of work was cleaning-up a lot of the old code to handle gas exchange, gas pumping, gas respiration/conversion, and gas containment. This was all hard-coded in such a way that every object in the game had functions for it, but only some used them. Since Unity is an entity-component model, it made sense to break those bits off into their own components and only assign them to objects that need them.
Hey Folks! Hope everyone had a good weekend. Had some grow-up playtime on Sunday as we caught-up with friends over a game of Pandemic Legacy. Refilling our social contact stats, so to speak.
Back at work, I had a bit of admin work to catch-up on, then I wanted to try and get the ball rolling asap on making the game playable. So I decided to tackle two long-standing shortcomings: death and defecation.
Hey Folks! As you can see from the image today, new art to show! Saving and loading working now, too.
Emily's latest revision is looking quite good, and I think we're just about where we need to be now. She spent some time cleaning-up a lot of the perspective lines, rendering surfaces, and generally smoothing out the distracting kinks in the older versions. She also detailed the rest of the scene and background. And improved visibility of the manual.
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.
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!
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!
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!
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.
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.
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.
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 :)
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.
Hey Folks! Hope everyone had a good weekend. Had a few nice mornings for a family walk in a nearby public garden, did some minor house work, and rediscovered Dark Matter on Netflix. So not too shabby on this end!
Back at the office, Emily sent her latest round of main menu revisions. Included among them was the recolor you see above. We've been almost exclusively painting everything dark blue so far, so this is a refreshing take. And it does wonders separating foreground elements from the background.
Hey Folks! Now that the career UI is a bit more stable, it's time to tackle the next steps towards getting us launched into a new game. I took a step back for a moment to assess what that might be, and I can think of two things that are above any other priority to get things going:
1 - How did you get your first ship?
2 - Who are your friends and enemies?
The first defines what vessel we start in, and therefore the basic playing field. It defines where we can go, how many can come with us, and what we can generally do in the System.